Fighter Launching....

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on February 21st, 2014, 4:14 pm
Okay. So.. I have my Akira class launching fighters. the Odf for it is called DeploySquad. It launches Peregrine fighters. they have the fighterprocess AI and all that. Works perfect. I have a Dominion Carrier that i want to launch jemhadar fighters. I called that script DeploySquadJEM. I set up a JemHadar fighter with all the same odf characteristics as my Peregrines. I changed the name of the fighter in DeploySquadJEM from fperegrine.odf to dominionship0A.odf. Yet my Dominion Carrier keeps launching peregrine fighters LOL Can anyone shed some light on this? I will provide my examples below

deploysquad.odf

wpnname = "Hangar"
tooltip = "Hangar"
verbosetooltip = "Deploys Peregrine Fighters"
buttonslot = 0
replacementkeepowner = 1
replacementresetspecialenergy = 0
selectmode = 2
replacementinstantai = 1
replacementinstantplayer = 1
replacementinstantcycle = 10
replacementinstantdelay = 30
transferstats = 0
replacement0class0 = "fperegrine"
concurrentchilds = 3
preservestatus = 1
classlabel = "replaceweapon"
special = 1
replacementmaintainorders = 1
overridesubsystem = 1
speakonattack = 0
attackspeech = 0
replacementaction = 3


deploysquadjem.odf

wpnname = "Hangar"
tooltip = "Hangar"
verbosetooltip = "Deploys Jem'Hadar Fighters"
buttonslot = 0
replacementkeepowner = 1
replacementresetspecialenergy = 0
selectmode = 2
replacementinstantai = 1
replacementinstantplayer = 1
replacementinstantcycle = 10
replacementinstantdelay = 30
transferstats = 0
replacement0class0 = "dominionship0A"
concurrentchilds = 3
preservestatus = 1
classlabel = "replaceweapon"
special = 1
replacementmaintainorders = 1
overridesubsystem = 1
speakonattack = 0
attackspeech = 0
replacementaction = 3

is there something in here that I need to change for it to recognize that it should be a dominion ship to launch..and not a fed fighter??
posted on February 21st, 2014, 7:14 pm
I would recheck all the odf names and make sure you have a sod with the same name for the dominion ship or are using the #include.odf command.
posted on February 25th, 2014, 5:25 pm
double and triple checked everything. no matter what I change it only launches peregrine fighters instead of bug ships...doesn't make any damn sense to me..
posted on February 28th, 2014, 3:17 pm
Are you sure you have the correct launcher applied to the ship? Perhaps it isn't the correct ship that you're looking at, like the wrong avatar version?
posted on February 28th, 2014, 4:46 pm
its my personal mod...soo no avatars..and im def looking at the right ship..and I 125000% have the right launcher referenced. Im totally lost.. no idea at all..
posted on March 9th, 2014, 2:27 pm
Whilst I can't really help in this situation I do have a question. Are the fighters controllable independantly from the mother craft??
posted on March 9th, 2014, 6:34 pm
Don't know much about FleetOps, but I'll give it a whack.

- Did you set the TechTree files up correctly? So only BugShips are available to the Dominion? So the prerequisites for building and launching BugShips applies only to Dominion units? Did you exclude Peregrines specifically from the Dominion buildlist TechTree?

- Do the ODFs and the SODs for the Peregrine share similar names, such as Fighter01 and Fighter02?

I'm guessing there is a typo somewhere and the game is defaulting to the Peregrines.

I dunno if the above will help but I hope it does.
posted on March 28th, 2014, 1:58 pm
@MajorPayne - No the fighters are independent of the player. They fly and attack in a cloverleaf pattern. It really is pretty cool when it works right. Im just lost LOL

@Thunderfoot - the odfs and sods for both the peregrine and jem fighter are totally different. can't quite figure out why the dom carrier is launching peregrines when its clearly been told to launch jem fighters.
posted on March 28th, 2014, 2:08 pm
MajorPayne wrote:Whilst I can't really help in this situation I do have a question. Are the fighters controllable independantly from the mother craft??


In Fleet Ops no, but from a modding point of view they can be, very easily, it's just a number change in the odf.
Reply

Who is online

Users browsing this forum: No registered users and 9 guests

cron