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Fighter Fitting Standardization (diff per race)
Ok. So i load up my P&N mod, get into my carrier, and launch some fighters to smoke the cruiser in the distance. I click on one of my fighters, because im curious to how the AI fits them. i see this:
Meson Blaster mini reactor cockpit life support Stealth Armor (5kt) (right) Stealth Armor (5kt) (up) Stealth Armor (5kt) (back) Point Defense blaster Shield Recharger Tachyon sensor. At this point, im thinking... WTF?! shield recharger and tachyon sensors... there are no cloaked ships, and there are no shields for the recharger to do anything with. And the blaster... just no. So i go to the main_enemies.txt, and look at the terran fighter. I figure that with what is there ... I get the following entry: <font class="small">Code:</font><hr /><pre>Name := Terran Fighter Displayed Name := Terran Fighter Comps Carried Grouping Name := Enemy Ship Purchase Class Name := Enemy Terran Fighter Weapon Preference Name := Fighter Weapons Gets Unique Ship Name := FALSE Event ID := Intelligence Category := Expert Race Group := Terran Does Attack Player := FALSE Response Range := Long Range AI Script Name Outside Response Range := Terran Circle AI Script Name Within Range := Terran Short Range Num Components Carried := 0 Randomly Generate Components For Use := FALSE Num Components For Use := 9 Comp For Use 1 Class := Anti-Proton Beam Comp For Use 1 Location := Weapon (Light) 1 Comp For Use 2 Class := Standard Shield Generator (2kT) Comp For Use 2 Location := Shield 1-1 Comp For Use 3 Class := Standard Shield Generator (2kT) Comp For Use 3 Location := Shield 4-1 Comp For Use 4 Class := Standard Shield Generator (2kT) Comp For Use 4 Location := Shield 2-1 Comp For Use 5 Class := Standard Shield Generator (2kT) Comp For Use 5 Location := Shield 3-1 Comp For Use 6 Class := Stealth Armor (5kT) Comp For Use 6 Location := Armor 1-1 Comp For Use 7 Class := Stealth Armor (5kT) Comp For Use 7 Location := Armor 4-1 Comp For Use 8 Class := Stealth Armor (5kT) Comp For Use 8 Location := Armor 2-1 Comp For Use 9 Class := Stealth Armor (5kT) Comp For Use 9 Location := Armor 3-1 Store ID := 0 Number of Effects := 0 Communication Talk Group Name := Override Tonnage Usage Percent For Race := FALSE</pre><hr /> But... With my carrier, i load again, and try to launch fighters... but when i try to launch a fighter, it disappears from the launch thingie at the bottom, the fighter commands appear... but no fighter. Tried with terran and abbidon fighters, both do the same.. what have I done wrong? http://forum.shrapnelgames.com/images/smilies/frown.gif Edit This is what was there before i changed it, for reference. <font class="small">Code:</font><hr /><pre>Name := Terran Fighter Displayed Name := Terran Fighter Comps Carried Grouping Name := Enemy Ship Purchase Class Name := Enemy Terran Fighter Weapon Preference Name := Fighter Weapons Gets Unique Ship Name := FALSE Event ID := Intelligence Category := Expert Race Group := Terran Does Attack Player := FALSE Response Range := Long Range AI Script Name Outside Response Range := Terran Circle AI Script Name Within Range := Terran Short Range Num Components Carried := 0 Randomly Generate Components For Use := TRUE Num Components For Use := 0 Comp For Use 1 Class := Meson Blaster Comp For Use 1 Location := Weapon (Light) 1 Store ID := 0 Number of Effects := 0 Communication Talk Group Name := Override Tonnage Usage Percent For Race := TRUE Override Weapon Tonnage Usage Percent := 100 Override Shield Tonnage Usage Percent := 10 Override Armor Tonnage Usage Percent := 20 Override Cargo Hold Tonnage Usage Percent := 0 Override Max Weapons := 1</pre><hr /> Edit Turns out, Im doing it wrong. I needed to change what they fit in the Main_purchaseshipsenemy.txt... They still fit random mods (in spare slots), but at least now I can regulate what they fit to my approval. |
Re: Fighter Fitting Standardization (diff per race)
Hi, What I see is this. You changed the enemies entry for the Terran fighter and made the Randomly Generate Components = False. You have to fighter engine, cockpit and such which is generated in the enemies file. All fighters must have these components is not being generated. So you could either add them in in the enemies entry or a better way to do all this is to leave the enemies entry the way it originally was and change the terran fighter in the main_purchaseshipsenemies file and add your stuff to the fighter there.
I didn't see your edit at the bottom before I posted but it looks like you have it under control now. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Fighter Fitting Standardization (diff per race)
I am assuming that you are using 'P&N 1 - Homefront'.
I replaced the code as you are showing. I also added a 'Long Range Scanner' on the Terran Carrier so that I could check out the fighter and see the components after the fighter is launch. It went out without a problem, except: 1. First make sure that the video card is not playing tricks on you. Sometimes some ships look invisible. To fix this just reload until it is visible. 2. I was able to launch the fighter successfully but it only had 8 of the nine components you listed. The reason is because on the 'components.txt' there is no 'Anti-Proton Beam' weapon. You are experimenting using a mod. You have to be careful since modders normally change things from the stock game. 3. Since you set the random components to FALSE you will not get (as rstaats10 mentions): Number of Fighter Components All Races Must have : = 5 (Note: this applies to all fighters on the game) -Fighter Cockpit -Fighter Life Support -Fighter Engine (2 engines) -Mini Reactor (5kT) You find this on the same 'Main_Enemies.txt'. There is also settings for the rest of the ships. The popular way for you to change the components on the ships was to edit the 'Main_PurchaseShipsEnemy.txt' and 'Main_PurchaseShipsEnemy.txt' respectively as rstaats10 explains (That is the way I do it too). But it is interesting to notice that you can edit components carried on the 'Main_Enemy.txt'; not popular but possible, and this file can even overrides the previous two, also good to know. |
Re: Fighter Fitting Standardization (diff per race
I did so much messing around with the main_enemies.txt, its not even funny. Never found out how to properly get it to work. Unfortunately, the purchaseshipsenemy.txt only puts on level 1 items... so i also decided to remove all levels from my game. Ahh well http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Fighter Fitting Standardization (diff per race)
I guess if it's because of mods go in and change it.
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