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-   -   Modding SEV Thread Questions (http://forum.shrapnelgames.com/showthread.php?t=30358)

Phoenix-D November 14th, 2006 08:47 PM

Re: Unit Launch options
 
Sort of. You can create new unit types to represent the different sizes..

President_Elect_Shang November 14th, 2006 09:55 PM

Re: Unit Launch options
 
That's the only way. Why what do you have up your sleeve? Can I take a peak?

Kana November 15th, 2006 01:13 AM

Re: Unit Launch options
 
Quote:

Phoenix-D said:
Sort of. You can create new unit types to represent the different sizes..

Yeah but I can do that anyway...What I want is the launcher to be able to...Oh I get it...Like a Light Fighter Launcher, as apposed to a Bomber launcher...the Launcher component looks for Light Fighter or Bomber...cool...

Am I seeing this right?

Phoenix-D November 15th, 2006 01:36 AM

Re: Unit Launch options
 
Correct. The only problem is you have to specify the new unit in all the components and target types..

Kana November 15th, 2006 02:24 AM

Re: Unit Launch options
 
Yet if I'm making the units from scratch and including them already, then it wouldnt be that much of a problem...

Bascially what I wanted where to emulate the launch tubes, balcony/track system, and shuttle bays for SFB. Also PF links, and bombers. Bombers cant be launched from ships, so I was trying to find a way to limit them to just planets. Plus limiting fighters only from using the launch tubes as apposed to the regular shuttles from the shuttle bay. I assume I can list multiple unit types for each launch component. Like a shuttle bay could launch a shuttle, fighter, or even drop a mine out occasionally...

Now the only question is can I limit what the cargo hold ability can carry?


Phoenix-D November 15th, 2006 02:26 AM

Re: Unit Launch options
 
True. However the targeting list would probably get a bit unwieldy after a while.

President_Elect_Shang November 15th, 2006 03:37 AM

Re: Unit Launch options
 
Yes you can list multiple types. For example my shuttles bays can launch a shuttle or a pinnace. XO Racks can fire (launch) XO Weapon Pods or HAWK Pods. As for the cargo part afraid not; there is no way to control the types of cargo that can be stored. If you say a component has 50csp (cargo storage points) than anything that can be held as cargo will be eligible for storage in that 50csp component.

Kana November 15th, 2006 03:47 PM

Re: Unit Launch options
 
Thats what I figured...I guess as long as the 'oversized' unit cant be launched, it would just be taking up cargo space, which I guess is ok. I was just hoping we would be able to mod cargo cap it specific stuff, like troops, population, etc. I guess I will have to add an additional ability to the Barracks component to make it special.

President_Elect_Shang November 15th, 2006 05:35 PM

Re: Unit Launch options
 
Well, let’s take my HAWK Pods for instance. If I wanted to say that you can only store HAWK Pods in a new component called the HP Mag I could give the HP Mag the cargo ability, basically set it up to be the same as any cargo storage component. Then (and I haven’t tested this part) I should be able to add a requirement along these lines to ALL OTHER components that could also potentially store the HAWK Pod.

HAWK Pod Mag
Requirement 1 Description := This component can not be used to store HAWK Pods.
Requirement 1 Formula := Get_Design_Ability_Percentage_Of_Hull_Space("Stora ge Cargo Space Amount", "HAWK Pod") <= 0

Now I have not tested this! However, if it works and you are willing to add it to all the storage type components it would do what you are looking for.

Phoenix-D November 15th, 2006 05:38 PM

Re: Unit Launch options
 
Won't work. SE5 only checks the requirements when designing, building or retrofitting a ship.

EDIT: and this is a good thing. Otherwise you'd be unable to make components obsolete. http://forum.shrapnelgames.com/images/smilies/happy.gif


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