Ambrosia Garden Archive
    • Fighter Bay...


      I'm a total newb and i'm trying to make a fighter bay in a plug-in and it doesn't come up in the secondary menu thing. It uses the ship's sprites for another weapon. I don't know how to get it to work. <I'm using ev edit so if you don't know how to use ev edit then you can't help> 🙂

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    • You need to set the weapon as being fired by the second trigger.

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    • EV Edit really sucks. For Escape Velocity and Override plugins, I would suggest just using the templates and the bible. The only good thing that I remember about EV Edit was the graphical syst resource editor. After that, I don't suggest using it.

      As for your bay, you need to remember to click on the "Use Second Trigger" (or whatever it may be) box. As for the <quote>"It uses the ship's sprites for another weapon. I don't know how to get it to work." </quote> Did you remember to set the weapon as a bay, and then set the ammo type as that of the ship that it launches? I don't think that you need a graphic value, but inaccuracy can have a neat effect (the Manta launch).

      Hope this helps.

      Matrix.

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      Captain: What happen?
      Mechanic: Someone set up us the bomb!
      Operator: We get signal.
      Captain: What!