Ambrosia Garden Archive
    • Ship Launch Bays (help)


      i cant figure out how to create a succesful fighter bay, can anyone tell me how to do it using EV-Edit?

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      ' Ace Battlepilot

      Just give me a Miranu Gunship, give me orders and watch me kill those F'in B_st_rds!!!

    • I think EV-edit is worthless. I use res-edit to do everything. Its a lot easier to follow because everything is so straight forward. The tried ev-edit and found it difficult to use. My advice, ditch it, use res-edit.

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      Umm...Yeah...ok.

    • also, what do you have to do to sett an ammo type on a weapon with Ev- edit?

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      ' Ace Battlepilot

      Just give me a Miranu Gunship, give me orders and watch me kill those F'in B_st_rds!!!

    • so then how would i do these things with resedit?

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      ' Ace Battlepilot

      Just give me a Miranu Gunship, give me orders and watch me kill those F'in B_st_rds!!!

    • Just study the UE fighter bay in EV data 2 and then try to make one of your own. Or just copy the bay, change the name, then change the id of the ship it fires. You'll have to make a weap and 2 outf resources. If you still cant get it, ask me for more help.

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      Umm...Yeah...ok.

      (This message has been edited by Jol'Jvik (edited 03-08-2000).)

    • Fighter bays are pretty simple as EV resources go. The main issue: set the AmmoType field to the resource ID# of the ship you want to launch, and set the WeapType field to fighter bay.

      Don't forget to make outfits and STR's for all your weapons.

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      "I can no longer sit back and allow Communist infiltration, Communist indoctrination, communist subversion, and the international Communist conspiracy to sap and impurify all of our precious bodily fluids."
      -Gen. Jack Ripper, Dr. Strangelove