I have the next version already jumping autons and character wingmen to the other gate but Fleet wingmen are quite erratic. I believe the 'fleet' controller code is hard-coded so I have no idea how it works.
This code:
Code: Select all
(enum shipObjectList theObj
(block Nil
(objSetPos theObj destGate)
(objSetVel theObj Nil)
(shpOrderImmediate theObj 'wait 2)
)
)
But Fleet wingmen just stay frozen at the gate. They do not end the 'wait' order and also no longer appear in the 'Communications' menu.
Code: Select all
(setq fleetShips (sysFindObject gPlayerShip "sJ:&svCommonwealthFleet;; O:escort;"))
The Fleet ships either don't gate with the player and fly to the other gate, disappear or gate and stay waiting forever.
Has anyone got any tips on how to make the Fleet ships jump with the player, stay in position for the specified time and then deploy to their normal formation?
Mod attached where the Fleet ships just stay at the gate waiting forever.
Also an override mod which makes C1 a binary system for every game.