March 5, 200719 yr Well, I was working on making some of the larger capital ships be able to carry around fightersin battle - to recall them, so that fighters would be better for hit-and-fade and be less vulnerable. I though I could do this through the Transport code from land units. I added a container for the fighter squadrons, and made it so that my ISD could fit the fighters. It shows the "garrison" arrow, but when I click it to "enter", it doesn't go in and the "no available" sound plays. I was wondering if anyone here has accomplished this already, and if anyone has constructive Ideas as to how this may be persued. I was about to make is so that it can "heal" units which are at 0 distance away, etc. Whatever, if I don't get it to work then I'll just forget it. http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
March 5, 200719 yr Slick Idea, wish I new more about FOC. So you actually made the capital a troop transport for fighters? Did the fighters deploy from it as if from a troop transport or did they just spawn? If they deployed as if from a troop transport and didn't spawn I would think they "getting them back in" problem is a tag variable somewhere. Either something in the file inhibiting it or something extra needed to facilitate it. As well if it did work and the fighters deployed as if from a troop transport I would think the idea is possible. Of course we all know how finicky the game can get when it doesn't want something to happen. Of course that healing fighters at close range thing has me brain rollin...How could I do that in eaw and not make it look cheesy(without FOC's troop transport of course)...
March 5, 200719 yr Author Yea, I wanted to use the troop transport - have the fighters spawn normally, VIA hangar, but then be able to be loaded onto the ship's hangar again for transfer. Well, that's what its supposed to do. http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
March 5, 200719 yr someone did this a while ago in december i think and got it to work just search about it and you should find it Edited March 5, 200719 yr by Deadman_T http://i101.photobucket.com/albums/m42/DeadmanT/Newsig.jpg
March 5, 200719 yr Don't know - just a thought though - did you try to do it this way ? Fighter, Bomber 10 0 0 30 http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
March 6, 200719 yr Author Yea I had it like that (forgot the bomber, but that should matter - I was testing the TIE fighter only). The TIE fighter squadron still wouldn't go inside my ISD. http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
March 6, 200719 yr well no it wouldn't matter. - maybe you should play about with the enter and exit distance from the ship. What did you do with this line ? Infantry, Vehicle Where does it specify in the coding of FOC what garrison category's you can have ? - if this is looking only for a vehicle or infantry as the objects it can garrison then it won't work with fighters or bombers. a new category needs to be created. for Fighter and Bomber. The alternative would be to try and make a group of fighters that change the ship class to vehicle maybe ? http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
March 7, 200719 yr Author Did that too with no avail.To get the "go inside" arrow, both the classes in the tag of the Garrison_Vehicle and Garrison_Unit must match, that's all.I still haven't been able to get em inside. http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
March 7, 200719 yr yes, yes, thats another good idea too http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
March 7, 200719 yr And i think you need to ad Can garrisson to the fighters behaviour or somthin http://i55.photobucket.com/albums/g154/codeuser/omgbar_membercopy.jpg
March 7, 200719 yr yes that's what he did I think - its just the line GARRISON_UNIT in the behaviour code tag. http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
March 7, 200719 yr So you got it to work? http://i10.photobucket.com/albums/a105/333Super/BESERKER.jpg
March 8, 200719 yr Author Did you add GARRISON_UNIT to the fighter's and bomber's code?Of course! I did that first - I added it to both the individual fighter unit as well as the Container, I even made a container for all the fighter squadrons that didn't have them. So you got it to work?Not yet...its a pain, debugging. http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
March 8, 200719 yr Then it might just plain not work in , thought I seriously hope not. From the start, I felt that you should build your own fighters and load them on the ISDs and Mon Cals.
March 10, 200719 yr @D803Your Idear is great I also tested it, but I couldn´t get it to work till now.But I think I have an Idear how it should work. Edit:Well now I don´t know. I also added a Garrison Bone and gave fighter and the fighterquadron a SpaceBehavior "GARRISON_UNIT" but the Fighters doesn't go insite... Edited March 10, 200719 yr by Dark_Lord ~SunAge~http://img98.imageshack.us/img98/2356/bannerdo0.gif
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