
thanks man!
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ezra-r wrote:And this is the new JobWing added in JobWings.pckCode: Select all
121;7300,7301,7302
Code: Select all
121;7300;7301;7302
dont tell me...Sartorie wrote:ezra-r wrote:And this is the new JobWing added in JobWings.pckCode: Select all
121;7300,7301,7302
Code: Select all
121;7300;7301;7302
Read this: http://forum.egosoft.com/viewtopic.php?t=249354habeebafett wrote:next I make some weapon entrys for the cockpit, give them the dummy model and match up the ordinal (so I assume they`ll fire from the centre of cockpit?) add some lasers into the compatible list, open up the relevant cockpit in Tcockpits match up the laser choices and save.... No joy.
There are two variables which define what the ship is:i noticed that even though its supposed to be an M6 the gravidar shows it as a fighter, not sure if it relevant or not *shrug
anyways any help appreciated even if its just a *slap and a link to relevant info
Fighter Escorts are assigned in Wingmen (which you probably saw) but the number referenced in there is not a Job entry line but a JobWings entry line, which at the same time references several job entry lines.xiriod wrote:I have a question about adding fighter escort to a job. I created a M7, and it showed up and does what it is supposed to do. Then I added a fighter escort, set to wing.protect, and looked at how the other fighter escorts where set up and replicated it.
But, these fighters never show up. Anyone have experience with this?
ezra-r wrote:Fighter Escorts are assigned in Wingmen (which you probably saw) but the number referenced in there is not a Job entry line but a JobWings entry line, which at the same time references several job entry lines.
So you can, like I did for instance, make a wing in Job Wings, consisting in 4 M6 and several M3's and M4's to escort a Destroyer which I defined earlier in jobs (old fashioned X3:R kill missions).
JobWings cant be edited directly with the Job Editor although it is very easy to read and understand, just extract, uncompress, add necesary lines with job entries and after that add the wing to selected job.
Good luck
Alright, what I did, because as I state in this thread Placement is confusing, is to copy jobs being used as wings for the new wings I wanted to create and use exactly the same flags those standard egosoft jobs and use them, in fact I did a copy paste and then changed the ship type and race and spawn rate and everything else but placement.xiriod wrote:ezra-r wrote:Fighter Escorts are assigned in Wingmen (which you probably saw) but the number referenced in there is not a Job entry line but a JobWings entry line, which at the same time references several job entry lines.
So you can, like I did for instance, make a wing in Job Wings, consisting in 4 M6 and several M3's and M4's to escort a Destroyer which I defined earlier in jobs (old fashioned X3:R kill missions).
JobWings cant be edited directly with the Job Editor although it is very easy to read and understand, just extract, uncompress, add necesary lines with job entries and after that add the wing to selected job.
Good luck
Point is, I already knew all that. But there are many other parameters in Jobs that I am not sure of (i.e. Invert Flag and what that means) which I wonder could impact on why the Wingmen don't show up.
As I said, I looked at several wings to see how they were set up, and I replicated that. But my wing still doesn't spawn.