Using Escape Pods

I have been trying to create a custom escape pod for each storyline.
Like, Vell-os get a small Dart type ship with limited jump range and whatnot, the Aurorans get a limited Abomination, etc.
I have seen custom escape pods, like when I explode a Raven, most times a Manta pops out and flies away.
I thought this would be nifty.

I made a custom bay and pod as a trial run, which I'd then copy for each of the races.
I checked the Ship is an Escape Pod flag on the ship and made the proper oütf resources, but when I get myself blown up, I just die, without the pod launch.

I was just wondering if anyone had successfully gotten a different escape pod plug-in to work.

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-mith'raw'nurudo
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Remember, you still have to hit command-X (alt-X on Windows, I think) to launch the escape pod, even when it's a carried ship.

If you did that, you might want to check the weap resource for the bay and the outf resources for both the bay and the ship. There's probably something wrong there somewhere.

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"Nothing is impossible with crons and submunitions."
-me

I forgot to mention that I always bought an Auto-eject.
I'll double check the IDs, but the eject brought up a point.
Does anyone know if the Auto-eject only works on the default escape pod, or does it auto-eject any carried pod?

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-mith'raw'nurudo
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Try getting rid of the Auto-Eject and bailing out manually.

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"Nothing is impossible with crons and submunitions."
-me

Quote

Originally posted by PBoat101:
**Try getting rid of the Auto-Eject and bailing out manually.

**

See now, that's the problem.
I never eject unless I am dead.
I believe in fighting to the very end, and only recently (recently, as in once I started working on my plug-in) have I even got an escape pod installed.
I'll just check the resources and try looking into modding the Auto-eject.

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-mith'raw'nurudo
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I think you may also need to install an escape pod. I never tried this myself, and the topics I read after searching didn't give any definite results. Beh. By the way, what was the final word on the AI having a launcher set to not be used by the AI, but still being able to use it for an escape ship? Possible, or no?

~ SpacePirate

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I wouldn't know, but I know that a certain Uncle knows about this... 🙂

Try asking him.

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Quote

Originally posted by Krypt-tokh6:
**Does anyone know if the Auto-eject only works on the default escape pod, or does it auto-eject any carried pod?
**

The auto-eject definitely makes me eject in a Viper with my Unrelenting. Did not try without an escape pod (I always have one), though.

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The auto eject definately works on escape ships, and I am pretty sure it will work without an escape pod too. The stock Nova scenario, SFA, and Polycon all had escape ships that would eject with an auto eject device. That being said, in Nova and Polycon the escape ships are not very useful, chances are you will be instantly killed by whatever killed your main ship, and even if you survive, most people will just reload their pilots rather than take the large credit loss associated with having to buy a new ship. In SFA, or at least in the teaser, the escape ship was actually useful, since it did not cost anything to get a new ship.

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Okay, thanks.

I'll try it with a normal escape pod also.

If that doesn't work, I'll just do the old make a new plug-in and try again deal.

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-mith'raw'nurudo
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