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Darkmage
I'm New! Laugh At Me!

Registered: Sep 2000
Location: Adelaide, South Australia, Australia
Posts: 27

Dockpoints

how do i add dockpoints to ships, to allow a fighter to dock with a capital ship and vice versa.

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Old Post 06-04-2003 09:37 AM
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IPAndrews
Babylon Project

Registered: Jan 2001
Location: UK
Posts: 1185

Which ship is it. I'll do it for the patch.

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Old Post 06-04-2003 10:25 AM
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Darkmage
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Registered: Sep 2000
Location: Adelaide, South Australia, Australia
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it's the raider carrier, i want to give it mount points for zephyr fighters. I was watching my season 1 dvds recently and i realised, by adding dockpoints, it should be possible to make it launch fighters exactly like it does in the show.

Last edited by Darkmage on 06-04-2003 at 11:55 AM

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Old Post 06-04-2003 11:54 AM
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IPAndrews
Babylon Project

Registered: Jan 2001
Location: UK
Posts: 1185

Here's another one for the FAQ. It would be possible to make it launch a fighter.

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Old Post 06-04-2003 12:37 PM
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Darkmage
I'm New! Laugh At Me!

Registered: Sep 2000
Location: Adelaide, South Australia, Australia
Posts: 27

isn't it possible to have multiple objects docked to a single ship?
just make dockpoints, then ingame the mission creator docks the fighters onto it, and makes them undock.

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Old Post 06-04-2003 01:26 PM
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194

It won't work.

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Old Post 06-04-2003 01:43 PM
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karajorma
Murdock

Registered: Jul 2001
Location:
Posts: 1234

quote:
Originally posted by Darkmage
it's the raider carrier, i want to give it mount points for zephyr fighters. I was watching my season 1 dvds recently and i realised, by adding dockpoints, it should be possible to make it launch fighters exactly like it does in the show.


Didn't you wonder why the highly skilled Modders in this team didn't think of doing it themselves?

The simple fact is that FS2 doesn't support multiple docked fighters. There is a workaround I posted a few weeks back which would work in certain situations (namely when the ship is present in the mission from the start and doesn't move until it launches the fighters).

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Old Post 06-04-2003 04:23 PM
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Darkmage
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Registered: Sep 2000
Location: Adelaide, South Australia, Australia
Posts: 27

Has anyone tried to play with the source code? surely it wouldn't be that hard.

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Old Post 06-04-2003 11:26 PM
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BabProj Team
I'm New! Laugh At Me!

Registered: Apr 2001
Location:
Posts: 1901

quote:
Originally posted by Darkmage
Has anyone tried to play with the source code? surely it wouldn't be that hard.

Apparently it is...someone asked sometime back on the HLP forums I remember and was told it'd be a while.

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Old Post 06-04-2003 11:45 PM
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IPAndrews
Babylon Project

Registered: Jan 2001
Location: UK
Posts: 1185

quote:
Originally posted by Darkmage
Has anyone tried to play with the source code? surely it wouldn't be that hard.


I'll fix it personally when there's a version of the game engine out there worth working on. I know how to do it.

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bsc Ian Andrews

"I have a lot of projects in the fire." - my mate Jules

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Old Post 06-05-2003 07:18 AM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

oh, do tell,
from what I've seen the whole docking system is just hacked together
and if it launches fighters from a rotateing section (don't remember) this still wouldn't do what you want

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Old Post 06-05-2003 07:26 AM
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IPAndrews
Babylon Project

Registered: Jan 2001
Location: UK
Posts: 1185

I figured I'd just add a 2d lookup table for what was docked with what and some simple check routines. You're right about the rotating section though. That one's death. Forget I said anything

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bsc Ian Andrews

"I have a lot of projects in the fire." - my mate Jules

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Old Post 06-05-2003 09:02 AM
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Darkmage
I'm New! Laugh At Me!

Registered: Sep 2000
Location: Adelaide, South Australia, Australia
Posts: 27

interesting, hmm... maybe it'd be easier if I just port the whole mod to the vegastrike engine... we can convert everything including hardpoints, glows etc.

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Old Post 06-05-2003 12:33 PM
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