EVN fighter issues

I'm in the process of making a plug in for EVN, which includes, among other things, a bay launched version of the RAGE Gunboat. While the mother ship (a modified Federation Carrier) launches them and sends them off into combat normally, I cannot get them to follow it in any sort of formation, nor can they seem to dock with the carrier after finishing a battle, instead simply following it around in a disorganized jumble.

If anybody has any ideas on solving this, they would be much appreciated.

They need to be set to attack in swarms.

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Do you have all the outfits set up correctly? You will need the fighter bay weapon, the fighter bay outfit for the weapon, and the outfit for the fighter itself. I don't think fighters will re-dock if the outfits are incorrect or (especially) nonexistant.

As far as the AI is concerned, do what mrxak said, try setting the Swarm Attacks bit.

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~Charlie

whats this swarm attack business? is that A.I 5 or 6?

Just make a different version of the RAGE gunboat so your version is not the one that NOVA uses. Maybe it is just a simple conflict with something like that.

Don't fighters generally fly around in a disorganised jumble (I love the wording), they generally dock afterwards but don't they?

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Ah, I didn't know you had to make an outfit for the fighters themselves, I just had them listed as ammo for the launch bay weapon. I'll try messing around with that and see if it helps the docking issue. Thanks!

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Originally posted by thedecline:
**whats this swarm attack business? is that A.I 5 or 6?
**

The swarm attack is a flag you set. It is used on any AI, though it would be very strange to have swarming-frieghters...

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Quote

Originally posted by thedecline:
**whats this swarm attack business? is that A.I 5 or 6?

Just make a different version of the RAGE gunboat so your version is not the one that NOVA uses. Maybe it is just a simple conflict with something like that.

Don't fighters generally fly around in a disorganised jumble (I love the wording), they generally dock afterwards but don't they?

**

WHOA!!! Hold it right there! You are NEVER to use AI 5, and there is no 6. You can only use 1-4. 1 is Wimpy Trader (Run away! Run away!), 2 is Brave Trader (Eat railgun slugs, Viper!), 3 is Warship (Jumps into a system, and if there's no enemies, jumps out.), and 4 is Interceptor (Flies around a system, scanning incoming vessels -- the ones that give you a hard time during all those smuggling missions or when you just bought 8 illegal Ionic Particle Cannons.). 5 is Escort, is STRICTLY for engine use only, and is never to be used by a coder under ANY circumstances. Don't ask me what it does, but I believe it will make the ships escort the player. And 6 is nonexistant.

Back to the topic. Check your outfits. That should be your problem. Making a copy of the RAGE Gunboat won't do anything -- it'll just make more work for you editing all the files. And you don't need to set them to swarm -- they already are, along with standoff attacks. This means that the AI will choose between the two modes. RAGE Gunboats are very good at both modes of attack.

Good luck, and God bless,
-- spacecowboy

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Dead silence.
"Quarks it is, then."

They stand-off first, then swarm in after their longer-range weapons are used up, correct?

Anyway, I believe there is an AI 6, namely Naval Fighter. Also never to be used, they behave like fighters from out of a fighter bay.

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< . . . . . >

I'm afraid that creating a RAGE Gunboat outfit didn't seem to help, and I already had a bay outfit, so I seem to be stuck. A partial solution to the failure of the gunboats to redock or fly in formation is to have them cloak (they are covert ops ships, so it makes a tolerable amount of sense) when they are just flying around, but since the flag system does not allow for them to both do that and cloak when entering hyperspace (the sum of the two digits is more than 9), it still looks rather odd when their mothership jumps out of the system.

The odd thing about all this is that both the RAGE bay (weapon), RAGE bay (outfit) and RAGE gunboat (outfit/ammo) are all modified variants of the Anaconda equivalents, which seem to have no issues with either flying in formation or redocking with their carrier.

Quote

the flag system does not allow for them to both do that and cloak when entering hyperspace (the sum of the two digits is more than 9),

If the sum of the digits is greater than 9, you are supposed to use A-F.

I.e.:
0x0040 + 0x0080 = 0x00C0

A = 10, B = 11, C = 12, D = 13, E = 14, F = 15.

-Vaumnou

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