FighterBay Beta Release

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Zalausai
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Re: FighterBay Beta Release

Post by Zalausai »

The Cerberus has 10 fighters. Unless you are implying that a high number of fighters are deployed within a single instant.
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Twi
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Re: FighterBay Beta Release

Post by Twi »

Necrontyr1998 wrote:That can't be right, my Novian Scientia launches 6-9 fighters at a time :P


O:
Huuuh. I dunno, then. Maybe it's just me. Or maybe it's the sprites I'm using. Or maybe any number of things.

It's almost certainly not my hardware, though. This laptop is probably the most powerful computer I have ever had. :P
EDIT: Zal (?) is right. Although I swear I said that. :L It can still happen occasionally if you're throwing lots of fighters around in general, but the easiest way to reproduce it is just to select 6+ fighter bays that haven't targeted anything and have them target something all at once.
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Necrontyr1998
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Re: FighterBay Beta Release

Post by Necrontyr1998 »

Oh wait, Individual fighterBAYS not fighters?
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Fleet Version 1.8 is finally available for download!
viewtopic.php?f=70&t=7081
Twi
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Re: FighterBay Beta Release

Post by Twi »

Necrontyr1998 wrote:Oh wait, Individual fighterBAYS not fighters?
Yeah, sorry for the mix-up. Tons of fighters can get kinda laggy, but they don't crash the game. :P
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Necrontyr1998
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Re: FighterBay Beta Release

Post by Necrontyr1998 »

I dunno then. Although i'm sure one of Anna ships has had 6 on it before.
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Fleet Version 1.8 is finally available for download!
viewtopic.php?f=70&t=7081
Kirigaya Kazuto
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Re: FighterBay Beta Release

Post by Kirigaya Kazuto »

Hey, I was watching my fleet VS fleet battle, when all of a sudden, this error shows up:


___________________________________________
ERROR in
action number 1
of Alarm Event for alarm 0
for object ctr_EShip:

In script shipEAI:
Error in code at line 594:
if l_weapon[v].l_maxeng = 0 then

at position 29: Unknown variable l_maxeng




What does it mean? Please help, and thanks!

-Kirigaya

PS: Sorry If I'm being a necro.
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Zalausai
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Re: FighterBay Beta Release

Post by Zalausai »

It seems to be a weapon error of some kind. Probably dsling with maximum energy, try deleting modules that deal damage or beam weapons and try it again.

Also, the necro rule is ignored as long as it's not more than three months old now. The mods are lenient with the activity being lower, just don't go back too far.
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Kirigaya Kazuto
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Re: FighterBay Beta Release

Post by Kirigaya Kazuto »

Thanks a lot! :D
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Ristyo
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Re: FighterBay Beta Release

Post by Ristyo »

Sorry if this was such a noob question, but what is the difference between the fighter bay and the stock ship deployer module?
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Re: FighterBay Beta Release

Post by Doogie12 »

Fighterbay is more like a Demeter Drone launcher, but with an actual fighter whose sprite you can change that flies out, fires it's volley, and returns to the module to reload. The deployer actually deploys another ship file you have made, which can be used for rudimentary fighter bays but ultimately is inferior.
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Ristyo
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Re: FighterBay Beta Release

Post by Ristyo »

why fighters won't come out?
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Destiny's Player
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Re: FighterBay Beta Release

Post by Destiny's Player »

You need to manually select the Fighter bay module, and select an enemy ship with it.
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Ristyo
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Re: FighterBay Beta Release

Post by Ristyo »

oh, thanks
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Doogie12
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Re: FighterBay Beta Release

Post by Doogie12 »

If it's an enemy or ally it will do it on it's own. Only if the ship is directly controlled by you does it need to be manual.
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366storm
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Re: FighterBay Beta Release

Post by 366storm »

Haven't encountered this bug before, any idea what happened?

More info: happens whenever my ship fires a weapon. Is not game breaking.

___________________________________________
ERROR in
action number 1
of Alarm Event for alarm 0
for object SmartZelus:

In script shipEAI:
Error in code at line 598:
if l_weapon[v].l_range2 > sqr(l_weapon[v].x - l_target.x) + sqr(l_weapon[v].y - l_target.y) then

at position 77: Unknown variable x



EDIT: Apparently the fighter bay build doesn't like it when you mirror weapons.
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