Playing as a starship

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Playing as a starship

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thick
Galactic Empire
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Joined: Sun Sep 18, 2016 4:42 pm

Post by thick » Sun Sep 18, 2016 4:48 pm

I've lurked here for a good while, but never had an account myself.

I've recently been wondering, if it would be possible to somehow make the larger capital ships player controlled. For example, you'd have a view from the bridge, but could switch to gunner position similar to the YT-1300 in order to fire turbolaser batteries. Is this even possible?

tyro
Recruit
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Joined: Wed Aug 29, 2007 11:01 pm

Post by tyro » Sun Sep 18, 2016 7:56 pm

I remember using AlliED back in the day to change whatever ship the player was controlling by default in some mission, and I remember that yes, larger capships could actually be controlled. It was not fun in the slightliest though, it was slow and not manoeuvrable at all. Also no cockpit view obviously.

And I don't think it was possible to switch position
That was me!

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thick
Galactic Empire
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Joined: Sun Sep 18, 2016 4:42 pm

Post by thick » Tue Sep 27, 2016 2:58 am

Thanks for your reply. So I've always wanted a game where I was captain of a capital ship, with dogfights all around me, A-Wings crashing into my bridge, and turbo lasers everywhere. I've never modded or messed with XWA or any XWing series, but I've been trying my hand at creating a Star Destroyer which can by controlled, with a cockpit, etc. It's coming along so far, and I'm pleased with the progress. Here are some screens:

https://i.imgur.com/tIu9rbk.png

https://i.imgur.com/63QAv1T.png

Anywho, the cockpit is very crude for now, just the main window with nothing really behind the player like you'd see in a real ISD, but I'm more worried about getting the mechanics and features ramped up. I was hoping that some members here could help with a few issues/wuestions I have.

1) I want to make the super turbo lasers on the aft starboard and port sides into gunner turrets similar to the YT series ships. Ive added 'Gunner' hardpoints but pressing G really doesnt switch me to them, and firing doesnt do anything special, whats required to have working gunner positions?

2) When piloting the ISD, pressing F with a target will allow turbolaser batteries to open fire on it, works like a charm. However, pressing F to allow the player to fire causes every single laser to fire from the center of the ship in what seems to be a solid beam. The fire does not come from each turbolaser hardpoint.

3) I wanted to test the collision model on the ISD, so I rammed it into an MC80. I had to go a good halfway through the ship before I began to take collision damage. How can I make it so that the outermost portions of the model are where collisions occur?

Thanks in advance, I know Im messing with something that isnt meant to be player handled, so I appreciate any assistance. Thank you for your time!

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thick
Galactic Empire
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Joined: Sun Sep 18, 2016 4:42 pm

Post by thick » Thu Oct 06, 2016 5:11 am

I must have made and remade the cockpit ten times by now, it just always has weird issues with lighting, invisible faces, or jitters. But here's what I've got so far, I plan to continue cleaning up and adding detail to the cockpit and it's textures. Hopefully, I can add sprites or something for the personnel and officers in the bridge to give it some life. Still haven't figured out how to make gunner turrets something you can switch to with the G key, if anyone knows how that can be done I'm all ears.


Cockpit Mesh
http://i.imgur.com/bpjpAfj.png

Interior render w/ Sprites
http://i.imgur.com/GAkHnTm.png

In-game
http://i.imgur.com/xAe03G8.png

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Driftwood
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Post by Driftwood » Mon Jan 09, 2017 10:01 pm

You should release the Opt you have either way, even if it's just a novelty, it looks pretty good.

As for the turrets that's hardcoded to the YT1300, YT2000, and Millenium Falcon slots. Unless you replace one of those ships with what you want to have a turret that's controllable by the player it's not possible to do.

Drinkinmiester
Cadet 1st Class
Posts: 136
Joined: Sun Nov 09, 2008 9:37 pm

Post by Drinkinmiester » Tue Jan 10, 2017 5:47 pm

Hey, that's not bad! What might really be handy would be a list of coordinates for the locations of the bridges/ cockpits of the various capships so you could input those in mxvted

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