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I'm sorry I'm not able to determine this for myself, but I don't have good access to a computer right now. (url="http://"http://www.ambrosiasw.com/webboard/Forum26/HTML/006042-3.html")http://www.ambrosias...L/006042-3.html(/url)
In the last page of the above thread, someone said that AI ships would only use escape ships (new in 1.01) if they had the appropriate ship launch bay weapon and ammo. My question is this: If that were the case, wouldn't that mean that AI ships would almost never use escape ships, since if they have a bay, and they have a carried ship in a bay, they will always launch it at the start of combat?(So that the carried ship goes off and attacks enemies like a fighter) That means the escape ships will always be launched as fighters normally are before they have a chance to be used as escape ships.
The idea of the escape ship is to sort of provide a contingency plan if a ship gets destroyed, but it seems to me that ships will be always launching their escape ship as soon as they see an enemy instead of waiting until they themselves get blown up. Is this in fact not the way it works in practice?
If someone who has been fiddling around with this stuff and actually knows, I'd be interested in hearing.
Thanks
I've seen a Pirate Carrier use an escape ship. I blew up the carrier and a viper popped out in the explosion.
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Originally posted by mrxak: **I've seen a Pirate Carrier use an escape ship. I blew up the carrier and a viper popped out in the explosion.
**
Was this only though becuase the Carrier didn't have time to launch the fighter before getting destroyed? Say if a ship has only one escape ship, doesn't that mean it will never be used as an escape ship, since the mothership will launch it first, long before getting destroyed.
If so, That isn't very much fun since it means you can't have a ship that gets destroyed and a chunk of it flies off and keeps fighting (ex: The Star Trek with the bald guy). The ship would just launch the other section as soon as it found an enemy. Is it possible to have an escape ship that the AI launches ONLY when the mothership is destroyed, and not normally as a carried fighter in combat? Have any plug makers messed around with this?
It is quite possible it did not have time to launch, as I was in a Raven, and wiping out ships left and right in the Gefjon system :).
As for making it stay behind, I'm not sure.
Originally posted by SD: In the last page of the above thread, someone said that AI ships would only use escape ships (new in 1.01) if they had the appropriate ship launch bay weapon and ammo.
That is correct.
**My question is this: If that were the case, wouldn't that mean that AI ships would almost never use escape ships, since if they have a bay, and they have a carried ship in a bay, they will always launch it at the start of combat?(So that the carried ship goes off and attacks enemies like a fighter) That means the escape ships will always be launched as fighters normally are before they have a chance to be used as escape ships. **
There is a flag to prevent AI ships from using a particular weapon.
mcb
------------------ "If it's not on fire, it's a software problem."
Oh yeah! I remember that one! /me runs off to do something secret with that information.
Originally posted by mburch: **There is a flag to prevent AI ships from using a particular weapon.
Yes. I tried that. As I recall, it didn't work for one reason or another... Either it fired it anyway or it didn't use it as an escape ship, and I don't remember which. But I'll try again, and once I've tested that again I'll post again. I hope it works this time.
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Originally posted by Wyvern: **Yes. I tried that. As I recall, it didn't work for one reason or another... Either it fired it anyway or it didn't use it as an escape ship, and I don't remember which. But I'll try again, and once I've tested that again I'll post again. I hope it works this time.
Have you checked to see if the flag works at all, even for other kinds of weapons?
Well, I went and tried again, and it worked perfectly this time. Now I just need to test if I can use the 'on capture' field to get rid of the launcher when the player captures something with an escape ship (the player only needs the ammo to launch an escape ship - if they have the launcher, too, then you could use it as a normal fighter bay, and that would be just no fun at all...)
Does anyone know if there is a way so that you (the player) cannot launch the escape ship unless you are being destroyed? I'm trying to throw a little extra feature for my Mobile Suit Gundam plug where after you are destroyed you can eject and float around in a spacesuit, but the only problem is that you can launch yourself out of the cockpit and continue flying. All I have seen is the ability to not show the weapon if it does not have any ammo...
SpacePirate
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Originally posted by SpacePirate: **Does anyone know if there is a way so that you (the player) cannot launch the escape ship unless you are being destroyed? I'm trying to throw a little extra feature for my Mobile Suit Gundam plug where after you are destroyed you can eject and float around in a spacesuit, but the only problem is that you can launch yourself out of the cockpit and continue flying. All I have seen is the ability to not show the weapon if it does not have any ammo...
Don't give the player the actual weapon. Just give him ammo. It'll work fine.
It would make more sense to do that with the Core Fighter, though..........
------------------ NTi Ozymandias of the Red Shadow Organization
Hmm. Never tried just ammo. I thought you also needed the launcher... so far I gathered that you needed to have:
~A launcher ~At least one ammo ~An escape pod
Yet you say all you need is an outfit which is ammo for an escape ship's bay? hmmm.... I'll try that. Good idea with the core fighter, my only problem with that is that I've never seen them use the core fighter to eject from the gundam, unless Amuro ejected when he was defeated by the MSN 02... I never saw the end of the Gundam series, I'm trying to find the dvds, and record them from Adult Swim on saturdays, though...
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Originally posted by SpacePirate: **Hmm. Never tried just ammo. I thought you also needed the launcher... so far I gathered that you needed to have:
For an AI controlled ship, you need both launcher and ammo. For a player controlled ship, you only need the ammo. In neither case is an escape pod neccessary. And, for reference purposes, the auto-eject still works fine - I'd generally make it part of the ammo outfit myself...
Sweet. Thanks for all the help.
Originally posted by SpacePirate: Good idea with the core fighter, my only problem with that is that I've never seen them use the core fighter to eject from the gundam, unless Amuro ejected when he was defeated by the MSN 02...
That is correct. In fact, the core fighter itself had been damaged during the battle, just like it would be in an EVN TC.........
Hmm... (adds core fighter as a gundam module...) Thanks! Do you know anywhere i might DL gundam episodes?
Originally posted by SpacePirate: **Hmm... (adds core fighter as a gundam module...) Thanks! Do you know anywhere i might DL gundam episodes?
I advise you to purchase them instead. The final volume of the TV series has come out on DVD.
?! Sweet! When did they come out? I've been waiting for ever for them to come out. Thanks again NTiOzymandias!