Aces High Bulletin Board

General Forums => Terrain Editor => Topic started by: Diamax on May 11, 2006, 04:13:36 AM

Title: How Do You Make a Fleet?
Post by: Diamax on May 11, 2006, 04:13:36 AM
Hello guys!

I was trying to make my own fleet in the Object editor, and then I added that to a terrain, I assigned it as "Ship" in the Properties, and set its patrol points. Well that didn't actually do it, my "fleet" just sits there pretty waiting to be put out of misery because it is not functional at all the guns on the fleet don't fire anything, beside the fact that the fleet doesn't move at all like I said.

Can someone give step-by-step instructions on making a fleet?

Thank you!
Title: How Do You Make a Fleet?
Post by: NHawk on May 11, 2006, 06:28:31 AM
A fleet isn't an object from the OE. It's a shape group in the TE itself.

In other words, all of the ships are simply grouped together as one mobile base. You can add or subtract ships from the group in the TE itself.
Title: How Do You Make a Fleet?
Post by: Diamax on May 11, 2006, 11:15:47 AM
Hi Hawk!

I was trying that before but I didn't know how I would attach a ship to the fleet. However I figured that out, was simpler than I thought.

In case someone wants to know.
Open its Properties window. Give it the same field number, same country and the next number in the series of ships for the ID, make sure you select "Ship" for the "Object Name" in the drop down box.

Now there is another issue. Even thought I took the snap off I cannot position the ship(s) that I add exactly where I want, it keeps snaping somewhere else around. How would I solve that?

Thank you!
Title: How Do You Make a Fleet?
Post by: Easyscor on May 11, 2006, 11:26:13 AM
Actually you can build them up with either the TE or OE but I don't have time right now to detail how to build them in the OE.

Diablomax if you look closely at your OE built fleet, the gun batteries on your ships are missing or look funny, it's cause by a subtle error on your part. As NHawk suggests, use the TE to build your custom fleets because it's more straight forward and quicker to modify if you change your mind.

Set the standard cvtg group object then delete, add or move the ships as you want.  Don't mess with the CV if you want to man the gun positions, it's the group master and the hanger/gun position are hard coded.

Oh, and move your ships, save, exit and reload.
Title: How Do You Make a Fleet?
Post by: Diamax on May 11, 2006, 03:30:46 PM
Hi Easyscor!

When you have time I would appreciate if you could tell me how to do it in OE. Yes, you are right on my ships that I built in OE there are no gun batteries, and I do not why... but looks like you know...

Thank you!
Title: How Do You Make a Fleet?
Post by: Easyscor on May 12, 2006, 02:44:31 AM
I misspoke.  As NHawk said, build your fleet in the TE using the prebuilt objects.  I checked my notes and Skuzzy said there's too much that can go wrong trying to build fleets any other way and htc has almost completely cut us off from attempting custom built ships.

Sorry for the confusion.
Title: How Do You Make a Fleet?
Post by: Diamax on May 12, 2006, 07:58:36 AM
Well Easyscor, in this case... looks like I'll stay with the TE made fleet, but would you happen to know why I cannot place the ships exactly where I want even thought I took that snap off? It still snaps  around the point I want to place the ship, but never exactly where I want. I am trying to add ships to a default fleet.

Thank you!
Title: How Do You Make a Fleet?
Post by: Easyscor on May 12, 2006, 09:53:39 AM
Strange, I don't have that problem, try adding all the ships then save and exit.  Reload and turn snap off then you should be able to move them.
Title: How Do You Make a Fleet?
Post by: Diamax on May 12, 2006, 10:52:32 AM
Thanks Easyscor!

I'll play around with that...
Title: How Do You Make a Fleet?
Post by: Raptor on May 13, 2006, 10:01:15 PM
Quote
Originally posted by Easyscor
Actually you can build them up with either the TE or OE but I don't have time right now to detail how to build them in the OE.

If you assign an object as a "ship" in the OE, then when you place it in the TE the TE will crash and you cannot open the TE until you delete that group shp from your texsrc.
Title: How Do You Make a Fleet?
Post by: MachNix on May 14, 2006, 12:21:45 PM
Something to watch out for in placing the fleets is to keep them facing north (up) – don't rotate them.  The game will rotate them to align with the course line when the terrain loads.  If they were rotated in the TE, then the game will over-rotate them and they will steam sideways.  Also, I think all the ships of your fleet have to be contained in one grid square like the fields.  You are probably already aware of these things but it might save someone a headache or two.
Title: How Do You Make a Fleet?
Post by: Raptor on May 14, 2006, 12:50:07 PM
Fleets can be spread out and are not contained to one grid. But avoid touching the gridlines.
Title: How Do You Make a Fleet?
Post by: Diamax on May 15, 2006, 08:31:57 PM
Well guys looks like it's about experimenting... any imput is welcome, it never hurts.

Thanks!
Title: How Do You Make a Fleet?
Post by: Bogie603rd on May 16, 2006, 10:12:43 AM
Quote
Originally posted by MachNix
If they were rotated in the TE, then the game will over-rotate them and they will steam sideways.

That is where I prove you wrong. I performed a "Group Rotate" on the ships in my "MaltaDen" terrain. And when you load the game, they steam perfectly straight ON COURSE. No problems here.
Title: How Do You Make a Fleet?
Post by: Easyscor on May 16, 2006, 10:34:50 AM
Things work in H2H and Offline that don't necessarily work on htc's servers.  At least that's what Skuzzy keeps telling us, and not rotating the fleets is one of the items they clarified, I can't remember where.
Title: How Do You Make a Fleet?
Post by: Diamax on May 16, 2006, 06:51:03 PM
Actually, yes I rotated my fleets as well and never had a problem...
Title: How Do You Make a Fleet?
Post by: Bogie603rd on May 17, 2006, 09:31:54 AM
So I guess that proves mostly that the rotation of the fleet causing errors is "false".