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Originally posted by Nutter:
How do you keep the ship from getting itself killed accidentally (i.e. with other weapons)?
I gave it enormous shields and a big recharge value, but only 1 armor unit - then set the trigger weapon to do a miniscule amount of armor damage and bypass shields. As long as there are no other shield-bypassing weapons in the scenario it'll be flawless, and even if there are a few you might not have problems.
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Actually, I was thinking something more along the line of launching a fighter, which looks like the carrier-ship but has zero speed. It looks like you can assign multiple weapons to the same outf.
Not exactly. "The only restriction on ModType2-4 is that you shouldnt use it for weapons or ammo (modtypes 1 or 3)." Also, you can't assign multiple weapons to the same trigger except with submunitions, and I don't think fighters work that way.
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So the first weapon would destroy the SpecialShip, triggering the control bit string. This changes your ship type to the desired ship. The second weapon would launch a fighter that looks just like the carrier-ship but with zero speed.
So what about in between destroying the trigger (carrier transmogrifies into fighter) and firing the weapon (carrier retreats)? It just "dissappears" from the game for a bit?
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As far as the Yxxx and Uxxx operators, your guess is as good as mine.
In that case, I'll just post what I've done so far. You need to install this with the (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl/mac_evnova_override.sit?path=evn/essentials&file;=mac_evnova_override.sit")EVO>EVN(/url) port, and start a new character using the "Test Pilot" type.
(url="http://"http://pages.slc.edu/~pfarago/wingleader.sitx")(Download)(/url)
Some Notes:
There's a new outfit called an "AF-37 Pilot Certification". That's the trigger weapon. You get one automatically with the Test Pilot chär.
Launch the first four fighters regularly, then use the "Deploy Self" weapon for the last one. Your carrier will go off in a random direction. It doesn't show up on radar because it's actually a submunition of the deployment trigger.
The business with the Yxxx and Uxxx operators still doesn't work. The rendevouz point never reverts to its "destroyed" state, even though it's flagged to start off that way.
For some reason, the chär always spawns you without fighters. I'm using five G139 flags to make up for it.
When you dock with the rendevouz point to return to your carrier, I use another G139 flag to give you the ship you were just piloting back. Other deployed fighters remain your escorts.
Any insight into the Yxxx/Uxxx bug would be vastly appreciated.
-reg
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