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Supercarrier for existing missions


mmoccio
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I have built quite a few extensive missions involving the Stennis and would like to adapt the supercarrier in to them. Will I be able to simply switch the Stennis for a SC module ship in my carrier group? I understand that the statics will need to be added/moved

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+1

 

 

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Just out of curiosity, will future missions involving carriers have to be made always in pairs, one using the new SC, another with the older carrier, if the mission designers don't want to leave behind those who don't have the SC (yet)?

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Just out of curiosity, will future missions involving carriers have to be made always in pairs, one using the new SC, another with the older carrier, if the mission designers don't want to leave behind those who don't have the SC (yet)?

 

Pretty much. Not sure if it is a "directive" of sorts for any official mission content to require a version for each to be released. I'm sure there will be content that either won't get a copy for the new ship or new missions made only using the new ship. It is kind of annoying but there is also the choice of having two ships and using client spawns to choose which one you want to spawn on within the same mission. It is an easier choice to make for MP missions but is out of place for SP.

The right man in the wrong place makes all the difference in the world.

Current Projects: Scripting Wiki, Something...

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread), SLMOD, IADScript, Mission Editing Wiki!, Mission Building Forum

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Does anybody know when super carrier is actually coming out? I been seeing people on youtube with brand new videos using it. I pre-ordered, but haven't seen the ships available for download.

Next wednesday.

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Is there any mission logic available to detect the presence of a module?

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Sorta. Gotta iterate the units in the mission and check the origin. Even then there will only be one that is required, WW2 Assets. The majority of units with an origin value are just stuff added in Coremods where everyone will have it anyway. Which will be the case for the SC, but you can't check if individual players have access to it.

 

local units = getHoweverYouWantItDoesntMatter()
local DLCS = {}
local typesChecked = {}
for i = 1, #units do
  if not typesChecked[unit.getTypeName(units[i])] then
      typesChecked[unit.getTypeName(units[i])] = true
      local origin = Unit.getDesc(units[i])._origin
      if origin and string.len(origin) > 1 and not DLCS[origin] then
          DLCS[origin] = true 
      end 
  end
end

 

It is easier if the game saves the module name in required modules table which can be iterated via env.mission.requiredModules

The right man in the wrong place makes all the difference in the world.

Current Projects: Scripting Wiki, Something...

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread), SLMOD, IADScript, Mission Editing Wiki!, Mission Building Forum

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