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Problems with fighter bays
I'm having some issues with trying to create a plug that lets the player have a manta bay when they start a new character. I'm running Windows with EVNEW as the editor. The ship is a custom Cambrian (all the Cambrian PICTs, descs, and shan and such are in the patch with unique resource IDs) and has a manta bay and 8 mantas. I tried this with the standard manta bay and mantas, listing them in the default weapons loadout, but when I start the game, I hit my secondary weapon key and there's the mantas listed, but with 0 ammo. I've triple checked that there's 8 mantas and even bumped it up to 2 bays, but nothing. Thinking it was something with the requirements, I copied the resources from the outf and the weap listings for 'manta bay' and 'manta' and made new listings in my plug-in for them. I left the resource numbers the same, but I cleared out the AppearOn and Availability fields and made the Contribute and Require fields all 0's. Just to make sure, I also copied over the ship resource and did the same with that on AppearOn, Availability, Contribute and Require. But when I tried using the plug-in, the secondary fire key will bring up the manta bay again but there's no Mantas to launch. It just shows 0. I have registered the game, so I don't know what's going on.. I did a plug-in that would start you in a Raven, just to see, and the same thing occurs. Manta - 0. Anyone know what's going on? :huh:
In the ammo field put the ID of the carried ship, and the carried ship should be an outfit with the modtype1 set to ammunition. The ID of that should be the same as the bay. That's the only thing I can think of that would keep it from working, maybe you copied a wrong number? Double-check those ID fields, one number wrong and your hard drive blows up in a fiery inferno and you die. Kinda.
zapp, on Apr 29 2005, 04:59 PM, said:
In the ammo field put the ID of the carried ship, and the carried ship should be an outfit with the modtype1 set to ammunition. The ID of that should be the same as the bay. That's the only thing I can think of that would keep it from working, maybe you copied a wrong number? Double-check those ID fields, one number wrong and your hard drive blows up in a fiery inferno and you die. Kinda. View Post
Well, I'm still alive. The numbers were off, but once I fixed them and tested it again on a new pilot, still nothing. I'm still getting "Manta - 0" when in-game. The ship IDs that I used are all the original IDs, but with alterations made within my plug-in. The same holds true for the weap ID for the Manta bay. The ammo shown in the Manta bay is the same ID of the basic Manta, 161. The outf resources for Manta bay and Manta both point toward the correct weap listing, 154. There are no Availabilities shown in any of the resources in question, as well as no On Purchase, On Sell, the Contribute and Require hexes are all 0's, and there's nothing in the Required Government box. I don't understand how it'll show me that I have the Manta bay equipped but that there's no Mantas as 'ammo' to launch. I put down 8 and modified the Manta bay resource to allow up to 12 to a bay..
Any other suggestions of what I might be doing wrong?
Does it work if you buy them normally?
I've run into this too (in the Mac version), and I don't think you're doing anything wrong. As far as I can tell, if you start the game in a ship with carried fighters, you just won't get the fighters.
As a solution, I Gxxx the fighters in the chär resource's OnStart string. It seems to work (remember that WinNova has a bug in the chär resource that prevents you from using any RID other than 128).
Guy, on Apr 29 2005, 06:35 PM, said:
Does it work if you buy them normally? View Post
Interesting.. It does indeed allow me to purchase them and use them then.
Edwards, on Apr 29 2005, 06:36 PM, said:
As a solution, I Gxxx the fighters in the chär resource's OnStart string. It seems to work (remember that WinNova has a bug in the chär resource that prevents you from using any RID other than 128). View Post
I'm aware it has to be 128 on the char, however I wasn't aware you could create anything other than that.. :blink: I thought it was just a single listing at the base number as sort of a placeholder. So the Mac version you can create different starting 'packages'?
Also, I need a little help then on the Gxxx command. I see where to put it, and I get the impression that I put G504 (the outf for the Manta, not the bay) there.. But how would I get it to give me say, 6 of them? Just repeat it with a space after? or ; in between or what?
Cade, on Apr 29 2005, 05:07 PM, said:
Also, I need a little help then on the Gxxx command. I see where to put it, and I get the impression that I put G504 (the outf for the Manta, not the bay) there.. But how would I get it to give me say, 6 of them? Just repeat it with a space after? or ; in between or what? View Post
You use a space= "G168 G168 G168 G168 G168 G168" (using the default oütf for the Manta).
So the Mac version you can create different starting 'packages'? View Post
Yes. This is one of the biggest bugs in WinNova (the other one that comes to mind is that the "Destroy Enemy Spobs" SpecialShip behaviour in the mďsn resource will cause the game to crash).
Edwards, on Apr 29 2005, 11:36 PM, said:
I've run into this too (in the Mac version), and I don't think you're doing anything wrong. As far as I can tell, if you start the game in a ship with carried fighters, you just won't get the fighters. View Post
That problem doesn't seem to be consistent, though. I've made ships that carry T-Heads, granted them in a char, and had it work just fine. I had a problem with Rebel Vipers, though. Maybe it doesn't work right for the higher IDs. That's all I can think of.
Hmm.. Weird. Well you guys have helped me fix this problem at least! Thanks! I did the Gxxx command a few times in the starting area and it works fine now.
Heh.. now my NEXT problem is getting this derned point defense beam to work..
I hate when my browser cashes stuff...
This post has been edited by The Cheat : 01 May 2005 - 09:23 AM