FighterBay Beta Release

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calvin1211
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Re: FighterBay Beta Release

Post by calvin1211 »

The same as how the noobs (and everyone, really) have been doing it: Make a fighter in SM and then convert that to a sprite.
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Re: FighterBay Beta Release

Post by Kendom »

Explanation...?
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calvin1211
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Re: FighterBay Beta Release

Post by calvin1211 »

Make a fightery looking thing in Shipmaker, take screenshot, turn that into sprite.
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Re: FighterBay Beta Release

Post by Doogie12 »

Or use one of several sprites that people have already made. Like maybe starting with the entire thread devoted to fighter sprites. Really, it's not at all hard.
...fighterbays are much easier to use than deployers anyways.
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Re: FighterBay Beta Release

Post by Kendom »

I'll look into that, thanks.
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Re: FighterBay Beta Release

Post by Ambitious Builder »

wanted one of these so bad!
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Re: FighterBay Beta Release

Post by Kendom »

Kk i got some suggestions In upgrading these fighters I hope they are possible.

1-Bombers/Fighter AI, Bombers prefer to attack ships while fighters attack bombers or rarely ships.(kinda like priority targets.)

2-Fighter HP-Self explanatory.

3-2 Weapon capacity.

4-Fighter sprite sizes could be manipulated(yea unless a fighter can have 50 people inside it, most ships will now look tiny.)

Ok that's all, I hope this gets added to the next "meta?" Release, Thanks.
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Re: FighterBay Beta Release

Post by Doogie12 »

Fighter sizes are the same size as sprites. The bigger the sprite, the bigger the fighter.
The only thing I agree with you there would be fighter HP, but with how hard it would be to code I can easily live without it.
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Re: FighterBay Beta Release

Post by Majicnanas »

NVM. Forget this comment.
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calvin1211
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Re: FighterBay Beta Release

Post by calvin1211 »

Download meta2_fighterbay.zip, and unzip it. There should be two new .exe files, one for BSF and one for SM. Just move them to your preferred BSF folder and run them when you want to use BSF or SM.
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Re: FighterBay Beta Release

Post by jwa8402 »

This is impressive! Something we've needed for a long time... I see that we can set speed and turning, but would acceleration be an possible addition for future versions? I found that low acceleration and high turning made for the best Babylon 5 type dogfights so they don't just dart around like demeters. Unless the strafing mode you mentioned takes that into consideration...Well so much for my free time, I predict a slew of attack carriers.
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Re: FighterBay Beta Release

Post by Anna »

Starstruck is also working on a build that adds proper bubble-shields. idk an ETA on its release, though.
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CryoSleep
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Re: FighterBay Beta Release

Post by CryoSleep »

Some kind of wierd Glitch i found when i turned off Particles.
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Re: FighterBay Beta Release

Post by seaheroe »

I've seen that glitch before without the metagame or so.
Something awesome is hiding in there!!
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Re: FighterBay Beta Release

Post by Zalausai »

I got an error while testing HLB 03 Cerberus vs HG 6 Dominion

ERROR in
action number 1
of Destroy Event
for object EBulletStarFighter:

Error in code at line 4:
ds_list_delete( trail_lalive, ds_list_find_index(trail_lalive,l_tid) );

at position 64: Unknown variable l_tid




I believe that this has to do with a fighter
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