Ambrosia Garden Archive
    • Submunition bays


      I actually have two questions.

      1. What happens when you use fighters as a sub munition?

      2. Is it possible to activate a mission when a certain weapon is fired?

    • @sp3cies, on May 3 2007, 07:38 PM, said in Submunition bays:

      I actually have two questions.

      1. What happens when you use fighters as a sub munition?

      You can't. From the Bible:

      "SubType - The resource ID of the weapon type to create as submunitions. Anything except beams and fighters is handled."

      Although: try it and see what happens - perhaps there's some undocumented effect rather than it just not working.

      Quote

      2. Is it possible to activate a mission when a certain weapon is fired?

      There's no 'normal' way of doing this, but the people on these boards have come up with a lot of 'abnormal' ways of doing things over the years, so if you do some searching there might just be a way ...

      This post has been edited by pac : 03 May 2007 - 05:19 PM

    • @sp3cies, on May 3 2007, 06:38 PM, said in Submunition bays:

      2. Is it possible to activate a mission when a certain weapon is fired?

      It could be possible with a crön.

      The crön could check for both the presence of the weapon and the absence of it's ammunition, and you could have the acquisition of the weapon grant the ammo.

      After that, the crön would check for the continuing presence of the ammo outfit.

      When the ammo is used, the crön sets a bit, or start's the mission itself (There would be no acceptance or briefing text, as you didn't accept it).

      It would only work if there was just one shot to this weapon, as the crön check's for the absence of the ammunition, not its use.

      Sample:
      Weapon:xxx
      Ammo:yyy
      Weapon OnPurchase: Gxxx Gyyy ; If the weapon is granted by a mission, the outfit should be granted along side it.
      Bit:zzz
      Crön ActivateOn: Oxxx & !Oyyy
      OnStart / OnEnd: Bzzz ; if setting a bit to start a mission later
      OnStart / OnEnd: Szzz ; if forcing a mission to start immediately

      This post has been edited by Eugene Chin : 03 May 2007 - 07:28 PM

    • Of course you'd have to have 'continuous time progression while flying' set up for that to work.

    • Couldn't you do something with an invisible ship that the weapon, when fired, would always destroy, with the death of the ship causing some kind of mission chain reaction? I guess the big problem there is keeping the player from being able to target the ship.

    • The point of asking these questions is because I was wondering
      if I could have some escorts warp in close to me. So one shot
      for the weapon would be ideal. However I would like to be able
      to buy a couple different types of escorts in the outfitters. I was
      asking about the sub munitions because then I could have a
      wormhole graphic play right before a couple of ships popped out
      right in front of it. Would this still be possible somehow if I was
      using missions?

      Also when a ship is marked as being an escape pod in the shďp
      resource, will it need a bay for it to launch when your main ship
      explodes also if one of these ships is on board will it
      automaticaly launch or does the player still have to hit the eject
      keys?

      I would test these myself but I don't have acces to EVN for
      another two weeks as I am using someone elses Mac.

    • @sp3cies, on May 4 2007, 02:31 PM, said in Submunition bays:

      Also when a ship is marked as being an escape pod in the shďp
      resource, will it need a bay for it to launch when your main ship
      explodes also if one of these ships is on board will it
      automaticaly launch or does the player still have to hit the eject
      keys?

      You don't need to have a bay, no, but you still need to hit eject (unless you have an Auto-eject system, of course).