Spawning Squads from Hyperspace / Workarounds

Work God Dammit

I'm trying to create a Capital ability to spawn fighters at the edge of a system. I'm using FleetBeacon as a template.  Directly spawning fighters seems like a no-go, so I've shifted to using SpawnSquad on a 'leader' frigate.

The fighters spawn alright so long as I give the frigate command points, except they tend to spawn waaaaaaaay outside the play area since apparently ships can use abilities while Dark-Fleet jumping in.

I've tried reducing the spawn time and removing the HyperIn type, but neither work.

I want the fighters to spawn immediately, which necessitates using "Anytime" rather than "OnlyInCombat" for the AI. I've also tried "OnlyWithNoOrder" but get the same results.

Curiously, if I switch the mesh to the TEC Carrier rather than the scout ship I'm using, it works far more reliably.

Any ideas?

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Reply #1 Top

they are actualy spawning in the play area, just on a y axis (up) :p also the reason why it works better with some meshes ove others ids due to dummy points on the actual mesh (model) itself. a scout is not riged to carry fighters and its ability points are probly a little off for spawning certian things. depending on how many frigates/fighters you want to spawn you may want to use a spawn squadron or spawn frigate ability over something like fleet beakon. (direct spawn abilitys spawn the ships out of the ship ability ports over having them fly to a random spot in a grav well.)