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Re: Making it so that Rebel star ships can spawn fighters

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has anyone gotten this to successfully work?

 

I attempted to do it my self by changing some code line in the ships files, all i have been able to do is make it so the star destroyers can spawn like 40 some odd tie fighters/ tie bomber, i haven't tried to spawn x-wings or anything from the star destroyers but my guess is that they wont work there either, if any one has any idea how to code this that would be awesome.

 

Here is my code i added

  X-Wing_Squadron, 6

  A-Wing_Squadron, 4

  5

ok if you have the Venator Class enabled for your rebels, just simply add this line to the hardpoints section of the xml section:

 

HP_Acclamator_Fighter_Bay and that will activate the fighter bay on the Venator.  you can do the same for the Calamari Cruiser, and even Home One, but there is a small glitch. with every Fighter Bay code, and no matter what, with Home One and the Cruiser, the bay is always in the top hand corner of the screen, now way around it atm, but I hope to haver it figured out soon.  also for the Venator, here are the lines that i have that add squadrons of Vwings to it compliment... note that this is with Bryants 2.0 mod, so that would help to just copy and paste this into.

 

VWing_Squadron_R, 4

Y-Wing_Squadron, 3

5

VWing_Fighter_Squadron_L, 4

Y-Wing_Squadron, 3

 

 

EO

  • Author
well this thing is, that line of code was already present (the hard point) so now i am attemping two different versions one with the star destoryer fighter bay (actual acclamator in the frigates xml page) and another with the acclamator fighterbay (jedi cruiser)

You also need to include SPAWN_SQUADRON into the entry for that unit, as well as the

entries and a Fighter_Bay hardpoint.

 

-=M=-

  • Author
well the fighter bay hardpoints are both already located in the hardpoint.xml file so all i did was add the hard points to the list and add the destruction sxf to them, but where would i add the other 2 entries your mentioned above?
Actually that happened to me once accidently when my Victory spawned 2 xwing squadrons. It didn't happen in a later battle though

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well the fighter bay hardpoints are both already located in the hardpoint.xml file so all i did was add the hard points to the list and add the destruction sxf to them, but where would i add the other 2 entries your mentioned above?

 

SPAWN_SQUADRON goes in this portion of the XML

 

ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, HIDE_WHEN_FOGGED, REVEAL, TARGETING, UNIT_AI, ASTEROID_FIELD_DAMAGE, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON just like this one.  then what you do is put the hardpoint on her, and add the lines I provided earlier, and you should do fine.

 

EO

hah, i have some question about stuff...

 

i made Calamari Cruisers and Nebulon-B`s fregates to spawn fighters, and they do spawn, but in the middle of the map ;( do you guys know how to fix it? I`m gettig irritated when my bomers are owned after 3 seconds of livig...

 

btw, dunno why, but only bombers do spawn ;/

 

if someone know how to fix it, please tell me :)

i made Calamari Cruisers and Nebulon-B`s fregates to spawn fighters, and they do spawn, but in the middle of the map ;( do you guys know how to fix it? I`m gettig irritated when my bomers are owned after 3 seconds of livig...

 

btw, dunno why, but only bombers do spawn ;/

 

if someone know how to fix it, please tell me :)

 

OK to make it where the fighters arent spawned in the middle of the map, what you do is go into the hardpoints.xml, and go to each of those ships sections (i.e. calamari_cruiser or nebulon_b_frigate, I believe these are the sections) and add a new hardpoint to the list... Only problem I have with this method is I have to have it set to the engine section, no other ones work... here is the code I used for my Home One, which is also the setup for my Mon Cal Cruiser.

 

	<HardPoint Name="HP_HomeOne_Fighter_Bay">
	<Type> HARD_POINT_FIGHTER_BAY </Type>
	<Is_Targetable>Yes</Is_Targetable>
	<Is_Destroyable>Yes</Is_Destroyable>
	<Model_To_Attach />
	<Attachment_Bone>HP_E_Bone </Attachment_Bone> <!-- This is an attachment bone for the HUD reticle centering, even though no model is attached -->
           	<Collision_Mesh>HP_E_COLL</Collision_Mesh>
	<Tooltip_Text>TEXT_FIGHTER_BAY_HARDPOINT</Tooltip_Text>
	<Health>100.0</Health>
	<Death_Explosion_Particles> Large_Explosion_Space_Empire </Death_Explosion_Particles>  <!-- STUBBED PLACEHOLDER -->
	<Death_Explosion_SFXEvent>Unit_Hardpoint_Bay_Death</Death_Explosion_SFXEvent> <!-- STUBBED PLACEHOLDER -->
</HardPoint>

 

I hope this helps you out with this.  Then what you do is go into the Capital Ships or Frigates xml file, and add the new hardpoint to it.

 

EO

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