Hey all! Ok im having some trouble with spawning a new ship in space. i have the cp, vehicle spawn, etc (or at least i think) already set. I've edited the script to add it as a vehicle. when i start teh map everything loads fine, but the new ship will not spawn. Anyone know how 2 fix this? (Sry 4 not doing my homework/research if this was already a topic).
It will ruin the surprise but ooo well. the name is.... repassaultship. I took the odf of anikanstarfighter and changed the msh and chunks to the republic's frigate. In other words im trying to get the frigates (that's a funny word..frigate..) flyable.
yeah i did that here's my script...
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Clone Wars Template Common File
-- Common script that shares all setup information
--
ScriptCB_DoFile("setup_teams")
-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2
function turretLinkageREP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.down", REP)
BroadcastVoiceOver( "ROSMP_obj_21", REP )
BroadcastVoiceOver( "COSMP_obj_20", CIS )
end
function turretLinkageREP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.up", REP)
BroadcastVoiceOver( "ROSMP_obj_23", REP )
BroadcastVoiceOver( "COSMP_obj_22", CIS )
end
end
function ScriptPreInit()
SetWorldExtents(2500)
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
-- Designers, this line *MUST* be first!
ReadDataFile("ingame.lvl")
-- Camera Stats Battle over Felucia
-- Rep ship from behind
AddCameraShot(0.998795, -0.041143, -0.026739, -0.001101, -720.435303, 809.024963, 2779.057129);
-- CIS ship from behind
AddCameraShot(0.028389, -0.001117, -0.998823, -0.039312, -629.853760, 809.024963, -2050.946289);
-- Overall from right side of map
AddCameraShot(-0.335210, 0.057062, -0.927078, -0.157814, 1372.964233, 1940.014038, -2266.423828);
-- Overall from left side of map
AddCameraShot(0.911880, -0.246677, -0.316680, -0.085667, -2183.282471, 1940.014038, 2760.666748);
Both ways should work if you set up your ras's reqs correctly. The second version would probably work if your reqs in ras aren't working correctly but it make a huge download.
Wait, it looks like you called the same thing twice and the second time you called it, it doesn't exist there. So it could be taking in a null.
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_fly_arc170fighter_sc",
"rep_fly_anakinstarfighter_sc",
"rep_fly_repassaultship_sc", <---this doesn't exist in the shipped side
"rep_veh_remote_terminal",
"rep_fly_gunship_sc",
"rep_fly_vwing")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_fly_arc170fighter_sc",
"rep_fly_anakinstarfighter_sc",
"rep_fly_repassaultship_sc", <--- just take this one and only this one out and it should work
"rep_veh_remote_terminal",
"rep_fly_gunship_sc",
"rep_fly_vwing")
run modtools.exe even if it crashes before the game finishes loading. Sometimes it will pick up the error. Otherwise I don't know, you're doing someting pretty radical (in a good way).
Ok i think i found the solution. These r pics of my ras folder, the req and the odf. I believe it will not spawn because im missing a repassaultship.odf. or atleast i think. If it does need that what do i need to put in it. Also what is the difference from repassaultship_sc and repassaultship?
Yes, you need to have the odf. You can make a copy of the other Acclamator odf, and alter it to your liking. It just needs to have rep_fly_repassaultship as it's name. Without it, the game isn't going to know what to do, since the info it's looking for is missing.
Sorry, but this can't work. The model doesn't have the hardpoints needed to fire weapons. That's why they use separate turrets. If you want to do it this way, you'll need to edit the msh.
How do i edit the msh... currently it opens with notepad and all i see is random stuff that makes no sense to me. Is there a way to make the turrets stuck to the assault ship? Im going to test one with no weapons 4 now. Thanks MercuryNoddles!!
EDIT: ok still crashes but after all the loading lights are lit. Im still going to trail and error, even if the frigates wont take flight!
With out a doubt this is a fun challenge. I've stopped 4 today (a few hours ago) so my brain dont = oatmeal also. Tommorrow im going to look at the tauntaun's odf and see how it's ridable but no weapons. Thanks guys!