Giving Fighters to non-fighter carrying craft (Can't get 'em to dock/undock)

I've tried putting fighters into non-fighter craft (I tested it with a Cielo Command Cruiser, just to see if it'd work) and I could indeed add fighters. But somehow I couldn't get them to leave/enter the cruiser. Is there a code thing I'm missing, or is it impossible...?

5,248 views 12 replies
Reply #1 Top

you need a hangar point in the model, requires modeling skill

Reply #2 Top

Grr, seriously? Well, so much for my other ideas about fighter. >< Well, thanks for the answer.

Reply #3 Top

Quoting Ryat, reply 1
you need a hangar point in the model, requires modeling skill
End of Ryat's quote

Not nesiccarily. You can just open the text version of the .mesh, copy one of the existing hardpoints, rename it to "Hangar," and update the number of points at the top.

Reply #4 Top

Er, wait. How's that work?

Reply #5 Top

Once you have a Hangar Point on your frigates mesh file and have assigned a squad to the "squadTypeEntityDef" entry along with its antimater cost in the line below, and then added a value for the number of squads to the "maxNumCommandPoints" enrtry in the frigate's entity file, it will spawn fighters from the Weapon or Ability point that you have copied and re-named as a Hangar point.

The mesh files are in the Mesh folder.

Reply #6 Top

    NumPoints 9
    Point
        DataString "Exhaust"
        Position [ 25.738686 3.687500 -120.560600 ]
        Orientation
             [ -1.000000 0.000000 -0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 -1.000000 ]
    Point
        DataString "Weapon-0"
        Position [ 6.240804 -14.487082 110.024002 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    Point
        DataString "Exhaust"
        Position [ 10.453115 -7.425463 -120.560600 ]
        Orientation
             [ -1.000000 0.000000 -0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 -1.000000 ]
    Point
        DataString "Weapon-0"
        Position [ -6.643226 -14.487082 110.024002 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    Point
        DataString "Exhaust"
        Position [ 10.453115 14.828697 -120.560600 ]
        Orientation
             [ -1.000000 0.000000 -0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 -1.000000 ]
    Point
        DataString "Center"
        Position [ 0.000000 0.000000 0.000000 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    Point
        DataString "Aura"
        Position [ 0.000000 -39.490700 0.000000 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    Point
        DataString "Above"
        Position [ 0.000000 47.890652 0.000000 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    Point
        DataString "Ability-0"
        Position [ 45.232716 -5.670154 15.663484 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]

 

 

okay, so that's what I extracted. How do I know which to retool into a launch point?

 

Edit: Cielo Command Cruiser, if it helps.

Edit 2: Also, can I just COPY one or do i have to overwrite it?

Reply #7 Top

Specifically the "Above" null (with all of the info under it) copy that one, then paste it as a new entry. Then rename it to "hangar" add 1 to the NumPoints line. so it should read 10 points. The null must not be inside of the mesh, and the above null is a good choice because of its distance from the mesh itself.

You will have to add the command points, and strike craft lines in the ships entity file. just look at the carriers entity file it is pretty self explanatory.

Or you can use a modeling program and add the hangar null that way. Plenty of info, and tutorials to sift through here. All you need to do is look for it. I know the no forum search function is a pain. Good luck on your project.

Reply #8 Top

Cause I tried just copying one of them, adding in 'hangar,' and it crashed hard. I'd give the minidump, but when I open it in notepad it's just a scramble.

 

Ignore that, forgot to fix the number of points. Works great :D Now cielo class command cruisers can deploy a single wing of fighters. (NOT bombers.) I think it makes them a little more 'support' worthy :D

 

 

 

Reply #9 Top

dare , from what I have read( in various threads) you COPY one of the points, change the datastring to "Hangar", AND add one to the number of points at the top of the file.

harpo

 

Reply #10 Top

Just copy 1 then change the DataString " info" to "Hangar". "Above" & "Aura" are not located in the ship so probably best not to use them unless you want your fighters to just appear above or below your ship. Remember to increase the point count "NumPoints" from 9 to 10.

Reply #11 Top

gah, sorry for all that. It was just the number of points. SOrry, guys. It's 1 AM where I am. XD Drifted a little.

Reply #12 Top

Quoting DareArkin, reply 4
Er, wait. How's that work?
End of DareArkin's quote

I guess I was too late to answer your question, sorry about that. But I'm glad you got it working.