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MightyTribble

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  1. dammit, I just quoted you! I'm hoping that te whole 'only using 1 Docking Path' thing is just because there's only 1 instance of DockPath in the .ship file. I hope that on a model with two docking paths set up, it'll be possible to define two DockPath values in the .ship file : one for each. Then hopefully you can just name one DockPath for Corvette use only, and have it go to your new Docking Path to the main hangar. ...but to test that out, I need a model that I *know* has two docking paths set up. EDIT: I just thought - are launch paths different from dock paths? Because if so, the problem solves itself! TIE Fighters are meant to *launch* from the front bay, but there's no reason why they should dock there, too. So if models are confined to only having 1 Dock Path, may as well have it use the main hangar bay... of course, this means the Corvette would still launch from the front bay, which'd look a bit silly, but since it's not meant to be there that shouldn't be a problem, as this is all to facilitate a script event anyway, and regular corvette-size stuff will look just fine launching from the front bay.[/b]
  2. Hi, I'm playing around with SP and I think it'd be neat to re-create the capture of Leia's Rebel Blockade Runner over Tatooine. Here's what I think is needed: A new .ship for a special Reb_Corellian_Corvette, perhaps called Reb_Corvette_Leia, that is identical to the regular Corvette except that it's DockFamily is changed to Corvette: NewShipType.DockFamily = "Corvette" This lets it dock with Star Destroyers. This I've done with my own \data\ship\reb_corvette_leia directory and -overridebigfile, but obviously it'd be nice to have it in the main distribution. For bonus points you could add an Engine subsystem, so it could be targetted by attacks and disabled. At the moment I'm using a script - get health below 25% and it's movement is disabled and it auto-magically switches to the Imperial side (to represent its surrender). The real big work, though, is a new Dock Path for Imperator SD (it was an Imperator, right?) for Corvettes that lets them use the main hanger bay. At the moment, the Corvette docks by going 'nose first' into the TIE bay. Not elegant. I also don't know if you can define two ShipHolds - one for fighters, one for Corvettes. Another way to get around it might be to script the ISD maneuvering to a point above the disabled corvette, and turning to face the same orientation. Might at least be able to get the iconic shot from below of the ISD dropping down on the Corvette in a cut scene. In any case, the stuff I'm *really* in the dark over are the dock paths - I don't have access to Maya and don't know if you can have multiple Dock Paths per ship... but it'd be cool if you could.
  3. Hi folks, Great mod. Love it to bits. I'm playing around with a very simple singleplayer mission or two, to teach myself how to write SCAR code. But I have a problem, and I'm at the 'beat head into wall' stage. I can't get the 'Build' option to do anything in an SP mission. Nothing, nada. The build menu doesn't even appear when I click on the Build icon. How do I enable the ability to build units in SP missions? I've successfully added a build-capable unit or three, and I know all about the various GrantAll/UnrestrictBuild functions. In my M01.lua I've tried: Player_GrantAllResearch(0) Player_UnrestrictResearchOption( 0, 'FIGHTER_DESIGNSI' ) Player_UnrestrictBuildOption(0, "Fighters") Player_UnrestrictBuildOption(0, "imp_tie_fighter") SobGroup_UnRestrictBuildOption("Production", "Fighters") SobGroup_UnRestrictBuildOption("Production", "imp_tie_fighter") ( Where 'Production' is a SobGroup consisting of a single imp_fightershipyard. ) I know I must be missing something incredibly basic here. What is it?!

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