Nexus Modding > Mod Development / Released Mods
Configuring strikecraft
jstubbles:
That could be it arparso, thanks. I'll look into that tonight.
jstubbles:
@Mularac - I'm just using the default skirmisher AI for testing these
@Arparso - still didn't work. :(
Here's the XLS excerpt for the ship class:
--- Code: ---SHIPCLASS 31
Name "cls_raider_cy"
Mesh "cylonraider"
GUIIcon "iconscylonraider"
FinalEfx 1 0.3
Civilization 2
Velocity 375
RotVelFact 7000
RangeBehav 2 2
Behaviour 0
TargetType 2
SupportOutput 50
WeapCntFact 1
HPmax 500
HPregen 0.1
DetectBase 50
Slots 31 31 31 31;
Slots 51;
Slots 71;
DefDevices 30/1000 30/1000 31/1000 31/1000 213 321;
Available
SHIPCLASS
--- End code ---
This is the device code used in the shiptype configuration:
--- Code: ---DEVICETYPE 22
Name "weap_raider_cy"
Category 1
Sets 22;
NoTarget
Carried 4
CountDec 4
GroupFire 4
Scanned 140
HPmax 999999
Start 1 0 0 0
Travel 3 0 #cls_raider_cy 0
End 5 0 0 0
Available
DEVICETYPE
--- End code ---
and this is the weapon it uses:
--- Code: ---DEVICETYPE 30
Name "weap_fighterwep_cy"
Mesh "cylondevicesempty"
Category 1
Civilization 2
Sets 31;
Purpose 5;
HitChanceCat 23
DeviceHitChance 100
AutoDistance 50
CountDec 1
GroupFire 1
Substance 2
Charge 1
EnergyIn 3
DamageHull 6
DamageDevice 6
Scanned 100
HPmax 999999
Start 2 0 375 1
Travel 2 3500 375 1.5
CannonMaxFireAng 20
Available
DEVICETYPE
--- End code ---
These work perfectly fine when I use them. But the AI just won't launch them. I'm pulling my hair out here :cursing:
DreamorCZ:
I see few possible problems there
Shipclass - WeapCntFact 1 - this line can do only problems, when added to fighters, best could be delete it
DEVICETYPE 22 - missing Purpose - 2 3 ; (2- atack hull, 3- atack devices)
- HPmax 999999 ???
jstubbles:
So the fighter ship itself needs a purpose? Not just it's weapons? I'l try that.
For the high HP value, what would you suggest? You wouldn't want the fighter launcher to be disabled, right?
**edit**
Giving the fighter devicetype a purpose didn't seem to help, either =
Funny enough, doing that to the fighter makes the basestar stop firing their missiles as well. Hrm...
Keldane:
I think your CountDec is too high. It tries to subtract four every time a single fighter is launched, if I'm not mistaken. I'm no expert, but if you change the CountDec on the fighter itself to 1, I think it will fix the problem of them not launching.
Edit: Alright, that doesn't seem to stop them from launching in my mod. The other thing I can see is that my fighters are in sets 20, 22, and 140, but dropping it down to a single set didn't make a difference in the AI launching (yet my memory seems to suggest that I had an issue with that in Cinema mode. Oh well.)
Edit2: It seems every idea I have doesn't pan out when I test it with my mod. I was going to suggest the possibility that the AI isn't launching the fighters because the launcher has no Civilization line, but no dice there. I even tried combining all three of the things I mentioned, and nothing.
Edit3: Is it that they won't launch period, or just that they won't send the fighters to attack? If they'll launch the fighters, but only keep them defending their own ships, then the Purpose line is probably at fault. I just ran a quick test with the Purpose line of my fighters commented out, and the AI wouldn't send them to attack like it normally does.
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