Behavior question

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posted on December 14th, 2011, 12:48 am
Last edited by Anonymous on December 14th, 2011, 1:21 am, edited 1 time in total.
So, in my mod I have capital ships and fighters.  The capital ships can not target fighters but certain fighters(bombers) can target capital ships.  To compensate for this you have the ability to launch defensive(non controllable) fighters.  I want these, and/or all fighters to target fighters and ignore capital ships.  Right now, fighters will kind of aimlessly fly around and shoot anything that comes in its path until its dead.  Unfortunately, when they target a capitalship, they pretty much become useless.

So, how would I do this?  I assume it is not possible to make capital ships attack capital ships and fighters fight fighters, so I would be happy if the fighters would just target fighters.

EDIT: I'm also having problems with ships not shooting at each other as soon I tell them to move or they rank up.
posted on December 14th, 2011, 1:59 am
ValidTargets (weapon base command) can be used to determine which targets weapons will fire at :)

I would have to see the behavior in game as well as the coding to know what's happening with the rest I'm afraid.
posted on December 14th, 2011, 2:18 am
Well the valid targets works to make the ships unable to shoot the listed ships, but it seems that, under AI control, the ships can still target and try to attack any ship. 

I think I got the ships to attack eachother properly, but I still have the problem where most of the time, when I tell a ship to move, they stop firing on their enemy.
posted on December 14th, 2011, 5:17 am
Another quick question!  How do I add a third avatar without it crashing? :sweatdrop:  I am trying to add a total of 4. :blush:
posted on December 14th, 2011, 5:24 am
Yup, that's indeed true - they will still try to attack that way under AI control :)

I would examine Sigma for additional Avatars, as that should be the easiest way to replicate.
posted on December 14th, 2011, 5:28 am
Last edited by Anonymous on December 14th, 2011, 5:30 am, edited 1 time in total.
Ok, nvm, I just had a misspelled name.  Could you point me in the direction of where the avatar placement variables are located?  i.e. where the first avatar begins?  if I want 4 i would like them to be centered on the screen. :blush:
posted on December 14th, 2011, 5:47 am
Adm_Z this is what I was using for 3 Avatars back in a previous version of FO.

In the misc/gui_interface.cfg

You need to edit the CommandInfoBarButtonRect option.

Code: Select all
// avatarBox   
avatarBoxDefaultCursor      =   "standard_cursor"   
avatarBoxPanelArea      =   8   75   64   64
avatarBoxBackgroundPanel   =   "avatarbox"
avatarBoxBackgroundPanelArea   =   0   0   64   64
avatarBoxIconArea      =   0   0   64   64
avatarBoxBackgroundPanelSize   =   0   

CommandInfoBarDefaultCursor      =   "standard_cursor"
CommandInfoBarPanelArea         =   524   400   522   256
CommandInfoBarBackgroundPanel      =   "CommandInfoBar"
CommandInfoBarBackgroundPanelArea   =   0   0   522   256
CommandInfoBarButtonRect      =   -210   0   256   256
//CommandInfoBarButtonRect      =   0   0   256   256
CommandInfoBarButtonDistance      =   296
CommandInfoBarBackgroundPanelSize   =   0   
posted on December 14th, 2011, 6:01 am
So if I want it to work for 4 avatars, what would you suggest? :innocent:  I am still trying to figure a lot of this out. :sweatdrop:

There,  it is set to 256, which means what exactly?  256 pixels from each side?
posted on December 14th, 2011, 6:06 am
Yes, there is a section on the guide as well that covers this :)
Graphical User Interface - The Hitchhiker's Guide to Fleet Operations
posted on December 14th, 2011, 6:12 am
Ah, I knew it.  I looked for it but I couldn't find that info on that page.  You may want to add it to the section where it talks about adding avatars.  for 3 avatars, maj says -210 will do, and for 4 it appears that -438 will do the trick.(btw I figured it out)

Thanks again for all the help guys. :santa:
posted on December 14th, 2011, 6:15 am
Adm. Zaxxon wrote:So if I want it to work for 4 avatars, what would you suggest? :innocent:  I am still trying to figure a lot of this out. :sweatdrop:

There,  it is set to 256, which means what exactly?  256 pixels from each side?


Well I am no expert but if you look at my example:
CommandInfoBarButtonRect = -210 0 256 256
//CommandInfoBarButtonRect = 0 0 256 256


Now from what I recall the first numeral (bolded) is the horizontal alignment, the second is the vertical and the last two are the height and width of the box of the button being used.

The // one is the original and the first line is my modified version. I did a lot of starting up and then exiting adjusting the value and restarting to get that value. I would think that you would need a value that is larger than -210, maybe -300 or something. But you'll have to do a lot of trial and editing to get this to work. -410 or something might work for 4 I don't know. You just have to edit, test and adjust to you get the correct values to look right on your screen.
posted on December 14th, 2011, 6:33 am
you should open the "gui_XxX" files (like "gui_4x3.cfg") as they are used for different resolutions. You should not edit the gui_interface files if you want to keep your mod compatible to all of them.

I already added the correct settings for 3 avatars in the gui_XxX files a few patches ago, you just have to use them  :thumbsup:
posted on December 14th, 2011, 2:25 pm
Unfortunately, my mod uses 4 avatars. :sweatdrop:  I was actually only editing the interface files for my race as well.

You wouldn't happen to have the values for all the resolutions for a 4 avatar mod would you? :innocent:
posted on December 15th, 2011, 3:10 pm
Ok, so I have another question. :sweatdrop:

Is there a line you can put in a ship odf that will make it only visible to the player who has it?  I suppose I can use a type of cloak, but I was hoping for something simpler. 
posted on December 15th, 2011, 3:26 pm
Nope, I'm afraid not  :sweatdrop:
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