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Re: Making ships spawn fighters


PipfunatUT
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Ok, so I'm making generic ships such as corvettes and Nebulon B's buildable for all fractions and spawn fighters (not the vets), only problem is when i have them spawn fighters, they appear in the center of the map and not near the ship... any ideas?
hook'em
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Try adding a new fighter bay hardpoint for the ship launching the fighters and add it to hardpoints.xml, and adding the hardpoint to the Neb-B (or whatever). That should fix the problem.

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

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ya, ok here is what i did... 

 

 

this was added in HPXML   

 

-

HARD_POINT_FIGHTER_BAY

Yes

Yes

SPAWN_00

SPAWN_00

TEXT_FIGHTER_BAY_HARDPOINT

600.0

Large_Explosion_Space_Empire

Unit_Hardpoint_Bay_Death

 

 

 

 

and this in spaceunitfrigxml

 

Nebulon_B_Frigate

2

TIE_Fighter_Squadron, 1

TIE_Bomber_Squadron, 1

5

5

TIE_Fighter_Squadron, 0

TIE_Bomber_Squadron, 0

-

SPAWN_SQUADRON, ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA

3

-

 

HP_Nebulon_Weapon_FL2, HP_Nebulon_Weapon_FL, HP_Nebulon_Weapon_FR, HP_Nebulon_Weapon_BL, HP_Nebulon_Weapon_BR, HP_Nebulon_Engines,Nub_Fighter_Bay

 

 

 

 

is there a 3rd xml im forgetting?

hook'em
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Hmmm...I can't find anything wrong with the code, however I may have thought of a reason why it doesn't work. Likely, the Neb-B model doesn't have a SPAWN-00 bone (since Nebs don't usually carry fighters in the alliance), so there's nowhere to attach the fighter bay...When you play the game, does the hardpoint show when you hover your cursor over a Neb?

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

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It's not that simple. ;)

Here's what you have to do:

 

Open Hardpoint.xml and hit CTRL+F. Search for Nebulon. You'll find things like these:

 

HARD_POINT_WEAPON_LASER

 

The "FL" thing is the position. It is F(Forward)L(Left), R is Right and B is Backward. I suggest making it in BL  (BackwardLeft). If you want to replace it then change that one and if you want to add a new one over that one copy it. Ok, let's say you've copied it. First edit the name into this:

 

 

Then you must edit the Type into this:

 

HARD_POINT_FIGHTER_BAY

 

Then the Tooltip Text into this:

 

TEXT_FIGHTER_BAY_HARDPOINT

 

And allmost done, the death exsplosions into this:

 

Large_Explosion_Space_Empire  

Unit_Hardpoint_Bay_Death

 

Ok, now delete everything BELOW this:

 

HP_B-L_EMITDAMAGE

 

NOTE: Do the same if replacing. ;)

Good, now save and close. Open Spaceunitsfrigates.xml. Hit CTRL+F and search for Nebulon (actually it's the first). Now scroll down to . Edit it into this:

 

ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON

 

Below it add this:

 

Rebel_X-Wing_Squadron, 1

5

Rebel_X-Wing_Squadron, 6

 

If you want it to spawn more change the . If you want it to spwan other fighters then change the Rebel_X-Wing_Squadron or copy it and replace Rebel_X-Wing_Squadron with another fighter. Now scroll down to . Edit it into this:

 

HP_Nebulon_Weapon_FL, HP_Nebulon_Weapon_FR, HP_Nebulon_Weapon_BL, HP_Nebulon_Weapon_BR, HP_Nebulon_Engines, HP_Nebulon_Fighter_Bay

 

EDIT: That's the basic you posted,but you made some mistakes. This ^ way it works. ;)

BODiN

Empire at War Modder

PFF Moderator

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Fighter's spawn around the attachment_bone for the fighter_bay hardpoint. If no bone is specified, or if the specified bone does not exist on the model, then fighter's will spawn in the middle of the map. To have a targettable and destroyable fighter_bay, then you will have to use (replace) an existing bone, as described by Bodin.

 

The only other option is to make the fighter bay hardpoint not targetable, and not destroyable - this will give you an invisible fighter bay that will still spawn fighters. The fighter bay can then be attached to the engine bone to get the fighter's to spawn around the ship. In the case of the Nebulon frigate, you define as HP_Nebulon_Fighter_Bay hardpoint as none targetable and destroyable, but set to use the HP_E_Bone (engine).

 

The only drawback is that the Hardpoint can't be destroyed (until the ship dies), so will continue to spawn any reserve fighter's. I am using this approach for all ships that I want to spawn all their fighters at the start of the battle - as they have no reserves, the fighter bay hardpoint becomes redundant after they have spawned the initial fighters. The existence of the invisible hardpoint has no impact on the ship during combat, and it will still die when the targettable hardpoints are destroyed.

 

HARD_POINT_FIGHTER_BAY

No

No

HP_E_BONE

Then the rest of the hardpoint as before, but I don't think that the collision_mesh is required.

 

The hardpoint would need to be attached to the Nebulon frigate entry, along with the SPAWN_SQUADRON behaviour, and the entries defining what is to be spawned but with the Reserve_Spawned_Units_Tech_0 set to 0 units.

 

-=M=-

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Not to but in... But I thought it was common for Neb B's to carry a fighter squad?  (RE:since Nebs don't usually carry fighters in the alliance)

 

I was wondering where the Neb's fighters were...  :o

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In the books Nebulon B's carried a single fighter squadron. Most of the time an X-wing squadron but I also read about A-Wings. Second if I go by the game X-wing Alliance the flight hanger is located at starboard-front just at the start off the downward fin.

 

Hope that helps

 

Redeye,

 

Oh in the X-wing novels Rogue squadron is operating from a modified Correlian Corvette where there is a fighter bay in the hammerhead. An modified corvette like that is also just in the book 'I, Jedi'

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