Battleship Missions - Let''s work together to get this worki
At first I thought it was hard coded into the exe or the common.dll file (and it still may be), but now I'm not so sure. The reason I say this is because, weapon platforms DO fire back at you in random missions. So, I changed the archetype of one of the weapons platforms in KillableSolars.ini to:
[KillableSolar
nickname = wplatform_pi_D4-D6
solar_type = Defensive_Solar
string_id = 0
faction = fc_lr_grp
archetype = rm_space_freeport01 <-- changed this line
loadout = rm_space_freeport01_pi_01 <--- changed this line
hitpoints = 1169, 1600
difficulty = 0.047329, 0.088690
pilot_choices = 3
The mission loads up perfectly, and I head out to the mission waypoint, and sure enough, there are 3 bases there instead of weapon's platforms. However, they DON'T fire, nor do they even have any weapons. If it was hard coded into the exe or dll, then this workaround should have worked because there aren't restrictions on weapons platforms firing in random missions.
So I'm thinking now that the problem might be with the loadouts as listed in the data\solar\loadouts.ini file or the data\solar\solararch.ini file. If that's the case and it's just an ini setting, then we should be able to figure it out.
In solararch.ini, the differences between a weapons platform and a base are:
[Solar
nickname = rm_space_freeport01
ids_name = 329689
ids_info = 329689
type = MISSION_SATELLITE
DA_archetype = solar\dockable\space_freeport01.cmp
material_library = solar\Solar_mat_tink.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 2000, 15000
mass = 10000.000000
solar_radius = 600
shape_name = NAV_depot
explosion_arch = explosion_space_mod_base
destructible = true
hit_pts = 4800
fuse = fuse_space_mining01, 0.000000, 1
[Solar
nickname = wplatform
LODranges = 0, 200, 400, 4000
ids_name = 261164
ids_info = 66171
type = WEAPONS_PLATFORM
DA_archetype = solar\misc\weapons_platform_lod.cmp
material_library = solar\Solar_mat_dockable03.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 10000.000000
loadout = weapon_platform
solar_radius = 300
shape_name = NAV_weaponplatform
destructible = true
explosion_arch = explosion_wplatform
hit_pts = 1600
hmm, maybe it's the line: shape_name = NAV_depot
I'll try changing that and see if it makes any difference.
Well anyways, if you can come up with ANY useful ideas or insights, I'd love to experiment with this to get it working. Also, if you are good at hacking/understanding exe and dll files, then maybe the answer lies in there somewhere. I took a look with a hex editor but couldn't find much. . .