HK-47 Posted December 9, 2006 Posted December 9, 2006 Hello again,Is possible to make vessels that spawn fighters (like ISDs, VSD, Venators and Acclamators) to serve as "fighters transports" too? Let me be more clear, imagine that you are playing as the Empire and you spent a lot of credits with building fighters such as a TIE Advanced, and in the middle of the battle, the enemy made many corvettes and gunships, and obviously, you don' want to possible lose these fighters and you have a Venator in orbit, so, you select the fighters and right-click in the Venator, and it works as a transport to your fighters until you destroy or make your way a cross the gunships......Is this possible to be done? Because I think it would be great... :
El Duderino Posted December 9, 2006 Posted December 9, 2006 You mean making the fighters redock with the capital ships? Back into the hangars? That would be cool.. Don't know if it's possible, maybe splicing some of the code from the land troop transports could do it.. I'll check it out later. Sounds great if it works. Fear the Beard.
u_579 Posted December 10, 2006 Posted December 10, 2006 There is absoloutly no reason why it wouldn't work though it may requier so interesting coding, and a little cut and paste. The knights see a mighty quarry. The dragon sees breakfast, lunch, and dinner.
MonkeyBiz Posted December 10, 2006 Posted December 10, 2006 Just doing some quick research, here's my idea 1) add "GARRISON_UNIT" to the Behavior of all the units you want to garrison2) add these two lines to the garrisoner: Vehicle 13) add "GARRISON_VEHICLE" to the Behavior of the unit you want to garrison other units4) add the following code to the unit you want to be the garissonee Vehicle 10 0 0 30 ... | CanContainGarrison5) add this code as well to your garissonee:b_garrison_00and change the bone name to whatever your fighter bay is If it is a capital ship, you may want to disable the units from auto-spawning. I'm not 100% sure how it would work. Someone want to test this?
Droid803 Posted December 10, 2006 Posted December 10, 2006 Disable auto-spawning by using the "deploy squadron" code from Executor.Click ability launches one, you can have it return and be "stored" http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
El Duderino Posted December 10, 2006 Posted December 10, 2006 Do you think code would have to be made so the fighters don't just disappear when they re-dock? ??? I will test this.. Fear the Beard.
MonkeyBiz Posted December 10, 2006 Posted December 10, 2006 Not necessary. The starship would act as a transport.
plokoon9619 Posted December 10, 2006 Posted December 10, 2006 I done it with Campaign screen where you drag and drop fighters onto ship.
vaders_Legion Posted December 12, 2006 Posted December 12, 2006 cant you use the deploy code for deploying stuff, non garrison, launch all fighters with deploy code and make them all come back when undeployed, my friend did this and it was AMAZING i thought it was quite funny too when tons of intercepters were in eachothers model
Sudno Posted August 16, 2007 Posted August 16, 2007 So, does anyone have the results? I used1) add "GARRISON_UNIT" to the Behavior of all the units you want to garrison2) add these two lines to the garrisoner: Vehicle 13) add "GARRISON_VEHICLE" to the Behavior of the unit you want to garrison other units4) add the following code to the unit you want to be the garissonee Vehicle 10 0 0 30 ... | CanContainGarrison5) add this code as well to your garissonee:b_garrison_00and change the bone name to whatever your fighter bay is, but it isn't works. Can you place the code here?
jedi_consulor Posted August 20, 2007 Posted August 20, 2007 I'm pretty sure we tried this in another topic several months ago. None of us could get this idea to work. The Garrison code for some reason would not work, I am sure we had problems with this last time. I said in the end if anyone finds a way of doing it to post up what they did - because this idea is really great IMO. http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
Droid803 Posted August 21, 2007 Posted August 21, 2007 Yeh, I tried too.I could get the garrison dots to show up, I could get the cursor to appear, I could order my fighters to get inside, but they don't. http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
jedi_consulor Posted August 22, 2007 Posted August 22, 2007 yes, thats what I thought ! we tried changing all kinds of things in the code but they wouldn't garrison. You think the only thing close to this is using the executor deployment ability then ? http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
Sonic0 Posted August 24, 2007 Posted August 24, 2007 I would think it to be completley do-able, i mean, any effect on ground, can be put in space, unless FoC is really that much different than eaw, which i doubt, however, i havent looked at FoC, but (im not trying to be an ass, or anything) are you sure you checked everything?I mean, everyone thought that making a boarding craft in space wasnt do-able, and, all they left out, where a few entries in the behaviour, and they captured clones for the boarded ships....Im just sayin, if its only half working, chances are, it can be done, your just missing some small detail that needs to be there, sometimes you have to think outside the box a bit to find them, but, it sounds to me like this can be done, chances are, it may be somthing that you need to add into the fighters code, rather than the carriers code,maybe try looking at the infantry squads to see if theres a behavior tag for garrisoning, or a line in the code for it, or somthing like that, Id check both the individual infantry code, and thier company codes, it sounds like you set up the carrier ships code fine, to me, so thats where i would start, if this is somthing you really want ingame....sorry if i just told you to do everything you may have already done, but, it really sounds to me, like this can be done, however, i do not have FoCstill, good luck with it http://i108.photobucket.com/albums/n13/sonic0_2006/sonicos8.jpgMod Leader A Galaxy DividedDark Empire Co-Lead CoderDark Empire Lead R&D/Advanced CoderAGD HomepageAgalaxydivided.com
jedi_consulor Posted August 25, 2007 Posted August 25, 2007 Thats ok, mate. I am sure though we checked through all the required Garrison settings. (Monkey Biz posted the walk through earlier) I can't specify beyond that other settings that would be needed as that is pretty much how you set up this code to work on ground units. I expect that the starfighter needs to be recongnised as a vehicle rather than a Starfighter..? maybe this is where we have gone wrong with it. Won't garrison because the game does not recognise the ship as a vehicle. Just a thought.. If the code can be altered for a variant fighter, to a vehicle category then maybe it will take it. With Monkey biz's idea. If it were to work this way by changing the category from Starfighter to Vehicle, I'd imagine this will screw up the targetting prioritys xml file too, as the space units are not technically looking to fire at a vehicle, only starfighters, bombers etc. A targetting priority would I guess have to be added for vehicle in space ?! Otherwise any special starfighter unit using this garrison code will not be targetted in the game I would think.. but changing it to vehicle is the only thing I can think of with this to get to work the way which was suggested. http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
Droid803 Posted August 25, 2007 Posted August 25, 2007 I seriously doubt changing the starfighter to be labeled as a vehicle would work.That might work for say a corvette, but nt a fighter. Fighters come in squadrons, hence they should behave like an infantry squad when garrisoning. Oh, I tried that already...added a container for every single squadron, setting all the category flags, etc. Thats how I got the arrow to garrison to appear. Maybe we have to set the fighters as infantry? http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
Sonic0 Posted August 25, 2007 Posted August 25, 2007 well, like i said, i dont know much about FoC, and how it works, but i imagine it cant be drastically different, you shouldnt need to change the units category, you might try cross checking the new container you made for the starfighters, with the container used by the infantry? http://i108.photobucket.com/albums/n13/sonic0_2006/sonicos8.jpgMod Leader A Galaxy DividedDark Empire Co-Lead CoderDark Empire Lead R&D/Advanced CoderAGD HomepageAgalaxydivided.com
jedi_consulor Posted August 25, 2007 Posted August 25, 2007 I seriously doubt changing the starfighter to be labeled as a vehicle would work.That might work for say a corvette, but nt a fighter. Fighters come in squadrons, hence they should behave like an infantry squad when garrisoning. Oh, I tried that already...added a container for every single squadron, setting all the category flags, etc. Thats how I got the arrow to garrison to appear. Maybe we have to set the fighters as infantry? Gah. Yes your right ! - they would be better suited to an Infantry category. As they need a container just like Infantry use. In the container it specifys Garrison_Unit code. Try changing the category of the starfighter to be garrisoned then to Infantry. Then change all the garrsion categorys to Infantry from Vehicle. This *might* work http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
Sonic0 Posted August 25, 2007 Posted August 25, 2007 since fighters can use containers fine, i think, you may not even have to change the unit category, i would try not to do that the first time, it may cause problems http://i108.photobucket.com/albums/n13/sonic0_2006/sonicos8.jpgMod Leader A Galaxy DividedDark Empire Co-Lead CoderDark Empire Lead R&D/Advanced CoderAGD HomepageAgalaxydivided.com
jedi_consulor Posted August 26, 2007 Posted August 26, 2007 it will Sonic, that was my point. You don't have unit targetting prioritys in space for infantry. This would mean the space unit would not be able to target or be targeted. You would have to bizarely add this to your spceunittargetting priorities file as a targetable object in space. However this is the beach of it.. You'd then have to add Infantry to all the spaceunits in your game as a targetting inaccuracy. This is a lot of work for some thing like this. If that would be the case. http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
Logan Felipe Posted September 2, 2007 Posted September 2, 2007 Try comparing Squadrons.xml with GroundCompaniesRebel.xml and GroundCompaniesEmpire.xml. There may be something there. http://miniprofile.xfire.com/bg/sf/type/0/captainartenon.pnghttp://z4.invisionfree.com/The_Sith_Lords_EaW/index.php?act=Attach&type=post&id=5554600Alternate Sitehttp://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpghttp://img228.imageshack.us/img228/6296/sweawuban0cg.pngPetition for Obsidian and Bioware to work on Knights of the Old Republic III together! 3926 Total Signatures and counting!SW Fanon Wiki entry - Captain Artenon"A fake news show on fox should have real news!" -Louis Black, The Daily Show.
Droid803 Posted September 2, 2007 Posted September 2, 2007 I would rather compare CONTAINERs... http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
jedi_consulor Posted September 2, 2007 Posted September 2, 2007 yes, its probably more reliable on the container. My concern is - is that if you make the space unit like an infantry unit then you would have to add a targetting priority entry for it as well ? for space battles. Maybe I miss the point though.. http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
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