A question about turning building models into firgates

now before people say "it cant be done" im still fooling around with the idea. at any rate im just wondering what id put for
TXT
entityType "Frigate"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
autoJoinFleetDefault FALSE
canBomb FALSE
frigateRoleType "Lrm"
statCountType "FrigateSpawnedByAbility"

what im doing is making a gating system that a capital ship can deploy that last indefinitely until destroyed. but since it IS a gate and not a Lrm, what other role types are there for this section that might/will work.
52,152 views 15 replies
Reply #1 Top
Well I think I understand the title, but the post doesn't make much sense. Actually you can do that... just change the mesh files, or check out Carbon's mod he is making mobile shipyards, or NEC is making mobile artillery...So yes it can be done.
Reply #2 Top
basicaly all im saying is im using a shipyard mesh file on a frigate (think of the deployed turret the carrier drops) and giving it the ability to create jump points to and from it like the phase gate. i put it to Lrm part to support for now but meh, my question basicaly was does it matter if the SupportRoleType is not correct? and what exactly does it do?
Reply #3 Top
That works... ...I have Tech Refineries going around laying siege to planets, with a big giant beam weapon emanating from the front docking port...

Just one thing though... ...you are going to need to add dummy points for weapons, hanger bays, abilities, and whatever else you may want... ...or you get a minidump...
Reply #4 Top
didnt think abilities required anything on the model.
Reply #5 Top
Most abilities don't need the dummy points added to the mesh...

However some of them need a place to emanate from, like a beam weapon, and some abilities use the "center" and "aura" dummy points to show a persistant effect...

So to be safe, cut and paste a collection of dummy points into the mesh if it doesn't have any, if you intend to re-purpose any of the meshes...

Just be sure to count them and adjust the total at the top...
Reply #6 Top
Also, you should save it as a separate file to keep from interfering with the original intended purpose of the mesh (I do this so I know it's my new stuff causing the minidump and not conflicts with the old stuff)
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Reply #7 Top
lol id really need to read a tutorial on that then. i only have experience with coding for this game. and no practical experience with modeling. so.... if you feel like writing me a turorial or pointing me to one id appreciate it (i haven't a clue about dummy points or anything mesh related really.)
Reply #8 Top
say i was going to use all the original textures/models to a building (take the capital ship factory for example) and replace the ability effects with effects from the originals of that mesh, would the ability still work? basically what im trying to do is make a jump gate that is a frigate, using an ability like that of the Phase Scout. so far i cant get the actual ability to create a phase node but i can get it to show up as an ability (ie, everything except the actual effect works)
Reply #9 Top
The special buildings can't be redone, im not even sure you can spawn a capital ship...

The others can be done easily though (stick the mesh on a frigate) and use the "createfrigate" function of the ability set (look for the ability that spawns the combat turret and seige turret for refrence).
Reply #10 Top
i know about that. im trying to make a frigate that uses the capital ship yard mesh create a phase stabilizer, problem is, it wont. (no minidump, it just wont create the node). im working on this but its going to take some time.
Reply #11 Top
Huraw, got it to work! only took 6 hours to find out you need to have it set to "Channeling" for a phase stabilizer to work >.<


New question is tho, can you make "mobile" refinery's. how are the refinery ships linked to the refinery?

















its interesting what you can do when you get creative (by the way, chances are i wont be releasing the mod)
Reply #12 Top
See when I said special buildings can't be done? Refinerys, trade centers, broadcast centers don't use abilities for thier operation which probably means its imopssible to duplicate.
Reply #13 Top
ya. but you can use certain ones unless you edit the trade port/refinery/broadcast center. but im working around it until i start modeling.
Reply #14 Top
Btw what did you mean about channeling, I just made a hanger deployed from a cruiser with the pahse node ability with the levels and reaserch removed and the planet has "phase node" and it works (lol I had the cruiser go into enemy territory and drop the hanger and then warped in a fleet from my home planet).
Reply #15 Top
the buff for the Phase node has to be channeled or it wont give the local planet the "phase stabilizer node". i remade my own phase ability and renamed it hyperspace (making it 4 times faster than normal phase) so i messed it up a bit.