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trauma

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Everything posted by trauma

  1. actually before i updated eaw i was using version 104, and all my fighters would follow the main ship all the time, even when they broke off to attack. theyd always come back. btw now im using foc 1.1 so if someone else has this prob please let me know. some of the new mods coming out dont have ships spawning fighters....im wondering if this is why.
  2. yes i know about the hardpoints. ive gotten the guard function to work with fighters sometimes if i manually do it, but they wont guard the ships they spawn from automatically and follow them if the larger ship moves. my code is the same as it was in eaw, so i dont get it. the only thing i can figure is that the guarding code has been changed. anyone else have this problem???
  3. yea well thats what i mean. my fighters arent following the ships they spawn from. and its the same for a few ships ive tried. i just dont ever remember having to change code for this to work right. the venator in question is the newer one thats included in a few larger mods that have been recently released. its got better graphics and the additional hangars on the sides. it was also included in a small isd/venator pack. far as i know its the same one everyoneelse is using now in ther mods. there are some laser hardpoints which can be used, but when i use em they dont get destroyed. im figuring its bad hardpointing in the model but wasnt sure. the one released in the bigger pack is only using about 6 hardpoints. i wanted to use em all.
  4. i just installed FOC and am starting to recode all my ships. what a pain. arg. first thing i noticed was the fighters that spawn from a ship dont "stick" with the ship if it moves. i guess that would be the guard function, but in the original eaw they did this automatically. hope someone can help. also if someone has gotten all the hardpoints on the updated venator to work and be destroyed let me know how u got all the laser points to be destroyed. thanks.
  5. i have no idea why so many people think scaling is so damn difficult. there are many refs as to scale available. default scale in EAW is not correct obviously. so you take a ref point and go from there. yes the fighters are small but damn u can have hundreds without losing framerates and thats how small they are!!! i scale ALL my ships. yea it takes a bit of work but its not that hard. people stop being so lazy. check your info b4 u complain. the real scale numbers are out there. use the good sources. scaling is NOT a plague. people who think they know what everyone else wants are the plague. ive done alot of work on my mod and yes scaling is part of it. whoop dee do.
  6. thanks for the input, but its not really worth all the work. i went ahead and made an ion cannon myself to fire just like the lasers, nice sfx and 360 degree firing. i had to do that to the bwing anyways so i just modified it slightly. now i have a dangerous ywing.
  7. very nice. ive been hoping someone was going to produce a real mc80b and not just the mc80. can't wait to use her ingame.
  8. thanks for the effort phez, but for one i dont have a containers file. so i made one. inserted the code as above. then yes i have the ion cannon select button, but i dont have squadron icons; every ship is single without icons and ship behaviour is all weird. thats no good to me.i cant figure out why that code would do that but it did. if anyone else has some ideas id appreciate it thanks.
  9. here phez....... MISSILE_SHIELD Yes 175 0 0 Unit_Missile_Field_Interdictor .......this is simply the regular ability the Imp Interdictor uses. i just toned it down alot, since all i wanted to do was protect the ship. but u can adjust the radius as needed. the stock interdictors are just for stopping hyperspace jumps and jamming torpedos.(they dont make you invincible) you'll have to adjust the settings or change a few HP to get it to be much of a defender. maybe as an antifighter ship but not much else. if u need anythig else lemme know. and yes of course......everything is tested to death. im kinda picky so i want things to work and look like i want and if it doesnt it drives me nuts. lol btw, any ideas from anyone on this.......ive lost my default ion cannon function button. not sure how or why. doesnt seem to be a hardpoint thing and i dont have original xml to compare. just one of those things thats buggin me.
  10. you're better off downloading the dat editor and making the changes yourself. that way you can add the mods and make the changes u want. editing the text you're talking about is pretty easy.
  11. 2 bad this model doesnt allow more than 2 muzzle points....... i could only get the concussion missles on the right side to work.......... my modification uses 2 rapidfile laser cannons (one off each side), enhanced shields and hull plating. even has a short range proton torp inhibitor i find this necessary as i modded my xwings as full squadrons with torps enabled. even with the damage count lessoned accordingly its too mcuh for this little freighter.hence the "inhibitor" lol a nice little ship though. oh ya i have mine working in skirmish at whatever bases i choose....it wasnt so hard for those that want that. to be a true corvette killer we'd need more points on this thing cuz 2 just isnt enough. (although it is with my changes) ** as a note.......does anyone else have a problem with this unit just sittin there even after u tell it to target something?? seems that unless its really close it just ignores it. ?? even then ive had a few times ive had to tell it to atack a vette that was lacing it up. weird. any hints would be appreciated.

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