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  #371  
Old November 14th, 2006, 08:47 PM

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Default Re: Unit Launch options

Sort of. You can create new unit types to represent the different sizes..
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  #372  
Old November 14th, 2006, 09:55 PM
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Default Re: Unit Launch options

That's the only way. Why what do you have up your sleeve? Can I take a peak?
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  #373  
Old November 15th, 2006, 01:13 AM
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Default Re: Unit Launch options

Quote:
Phoenix-D said:
Sort of. You can create new unit types to represent the different sizes..
Yeah but I can do that anyway...What I want is the launcher to be able to...Oh I get it...Like a Light Fighter Launcher, as apposed to a Bomber launcher...the Launcher component looks for Light Fighter or Bomber...cool...

Am I seeing this right?
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  #374  
Old November 15th, 2006, 01:36 AM

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Default Re: Unit Launch options

Correct. The only problem is you have to specify the new unit in all the components and target types..
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  #375  
Old November 15th, 2006, 02:24 AM
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Default Re: Unit Launch options

Yet if I'm making the units from scratch and including them already, then it wouldnt be that much of a problem...

Bascially what I wanted where to emulate the launch tubes, balcony/track system, and shuttle bays for SFB. Also PF links, and bombers. Bombers cant be launched from ships, so I was trying to find a way to limit them to just planets. Plus limiting fighters only from using the launch tubes as apposed to the regular shuttles from the shuttle bay. I assume I can list multiple unit types for each launch component. Like a shuttle bay could launch a shuttle, fighter, or even drop a mine out occasionally...

Now the only question is can I limit what the cargo hold ability can carry?

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  #376  
Old November 15th, 2006, 02:26 AM

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Default Re: Unit Launch options

True. However the targeting list would probably get a bit unwieldy after a while.
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  #377  
Old November 15th, 2006, 03:37 AM
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Default Re: Unit Launch options

Yes you can list multiple types. For example my shuttles bays can launch a shuttle or a pinnace. XO Racks can fire (launch) XO Weapon Pods or HAWK Pods. As for the cargo part afraid not; there is no way to control the types of cargo that can be stored. If you say a component has 50csp (cargo storage points) than anything that can be held as cargo will be eligible for storage in that 50csp component.
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  #378  
Old November 15th, 2006, 03:47 PM
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Default Re: Unit Launch options

Thats what I figured...I guess as long as the 'oversized' unit cant be launched, it would just be taking up cargo space, which I guess is ok. I was just hoping we would be able to mod cargo cap it specific stuff, like troops, population, etc. I guess I will have to add an additional ability to the Barracks component to make it special.
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  #379  
Old November 15th, 2006, 05:35 PM
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Default Re: Unit Launch options

Well, let�s take my HAWK Pods for instance. If I wanted to say that you can only store HAWK Pods in a new component called the HP Mag I could give the HP Mag the cargo ability, basically set it up to be the same as any cargo storage component. Then (and I haven�t tested this part) I should be able to add a requirement along these lines to ALL OTHER components that could also potentially store the HAWK Pod.

HAWK Pod Mag
Requirement 1 Description := This component can not be used to store HAWK Pods.
Requirement 1 Formula := Get_Design_Ability_Percentage_Of_Hull_Space("Storage Cargo Space Amount", "HAWK Pod") <= 0

Now I have not tested this! However, if it works and you are willing to add it to all the storage type components it would do what you are looking for.
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  #380  
Old November 15th, 2006, 05:38 PM

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Default Re: Unit Launch options

Won't work. SE5 only checks the requirements when designing, building or retrofitting a ship.

EDIT: and this is a good thing. Otherwise you'd be unable to make components obsolete.
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