How to pilot capital ships and frigates

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KnightsFan
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Re: How to pilot capital ships and frigates

Post by KnightsFan »

Read what comes next
So you'd make a command walker with the geometry of a CP and use that instead.
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Re: How to pilot capital ships and frigates

Post by YaNkFaN »

woops that went over my head my bad but how would you deal with the landing region?
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KnightsFan
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Re: How to pilot capital ships and frigates

Post by KnightsFan »

I guess you just couldn't ever land and ships would auto die in the hangars.
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Re: How to pilot capital ships and frigates

Post by Fiodis »

Mh-hm. And what about the fact that if an object is moving too fast, unit glitch right through it? And also, units have no traction on an animated object, so anyone who spawns inside would be sliding up against one wall.

And ZE anims cannot possibly cover the full range of mobility offered in space battles.


On a different note, for a long time I have been planning myself to import the four capital ships into XSI, merge them into one object, lower their polycount, shrink them, and re-export them as starfighters. I may still get around to doing it. The result: mini-capital ships that fit in hangers and operate like starfighters.

You can't spawn in them, of course. You could rig them as a command flyer if you really wanted to.
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Re: How to pilot capital ships and frigates

Post by KnightsFan »

I never said it was perfect... But it's better then nothing if you REALLY want to pilot capital ships that you can still spawn/fight in.
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Re: How to pilot capital ships and frigates

Post by Fiodis »

Technically you could fight inside an animated capital ship, but it's so buggy it's just not worth it.

Unless, as you mentioned, someone REALLY wants to do it.
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Re: How to pilot capital ships and frigates

Post by [RDH]Zerted »

I do. If you want to merge the ship parts together and shrink the model to where the stock insides just fit without poking out, that would be great :bowdown:
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Re: How to pilot capital ships and frigates

Post by FragMe! »

What you could do, assuming you don't want to do fighters (xwings ties etc) is as Fiodis said import them shrink them. Then in ZE make 2 assembly areas protected by shields with the capital ships docked there. You can then enter the ship as you would a normal flyer. Adjust the flight physics to compensate. Put tons of fire points on it and do a next aimer thing so it cycles through them so it looks like a barage of laser fire.

It would be totally a ship assault, no landing at other peoples assembly area but it may be pretty neat.
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Re: How to pilot capital ships and frigates

Post by Fiodis »

[RDH]Zerted wrote:I do. If you want to merge the ship parts together and shrink the model to where the stock insides just fit without poking out, that would be great :bowdown:
What do you mean by the stock insides just fitting in? The stock hangers already just barely fit; I'd have to shrink those as well. And anyway there'd be no point.
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Re: How to pilot capital ships and frigates

Post by [RDH]Zerted »

Oh, ok. I haven't looked yet to see how close the internal rooms are to the ship.
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Re: How to pilot capital ships and frigates

Post by Labj »

This would be really hard to do, because a capital ship is a lot of msh`s , spawn points, command posts, and other ships inside, so if i move the capital ship i will destroy the little ones, i think thats only possible with frigates.
What about the hangar doors, pilot a capital ship, and stop, then the hangar objects create in the map with a script, then the hangar shields open, uhm ?
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Re: How to pilot capital ships and frigates

Post by trainmaster611 »

Yeah I was about to post the thing about the commandflyers (which would solve our spawning problem). The problem with remote spawning and then forcing the unit into a vehicle on the other side of the map is that you could physically see them fly across much as you do with teleporting.

As for leaving the ship, I think it's pretty much a given you won't be able land anywhere, but I thought of this idea: what if you had a single armed building with multiple seats for the remote control of different ships. So to switch to a different ship, you would just change positions. He problems this would entail would be how to handle the health of one ship without affecting the health and death status of the armedbuilding and the other ships.

As for the staging area, you could originate the ships in a 'hyperspace area' and set the take off height to 0. And at "take off" it would trigger the same kind of effect we saw in Mav's Rebel Ops 2 map and then the ship could be teleported into the battle area.

I know this sounds ridiculous but is there some way we could rig a flyer so it spawns as a unit? I know he droideka is actually a walker so perhaps we could pull something along those lines?
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Re: How to pilot capital ships and frigates

Post by Jaspo »

If you simply don't put in landing regions you will be able to get in, take off, land, and get out anywhere. For better or for worse.
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