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lol Anyone making this a mod? :)

I can throw it together and release it, although I didn't wanna preempt Mav12 if he's planning on releasing his own mod. Plus, I haven't renamed the carrier's modules yet so they look kinda weird in the ship designer window. That's probably a much bigger project than I wanna bother with.

Last thing we need to eventually figure out is how to use new (and unique) ship models.

I have a feeling that's gonna be a nightmare, it seems like the model names are cross-referenced in every freaking file... although that might not be correct, I'm just guessing by things I've seen so far.
 
You don't have to change the numbers in sequence (i.e. STRIKE_CRAFT_01, STRIKE_CRAFT_02, etc etc)?

No as STRIKE_CRAFT_01 is the actual name of the slot ingame AFAIK

I can throw it together and release it, although I didn't wanna preempt Mav12 if he's planning on releasing his own mod. Plus, I haven't renamed the carrier's modules yet so they look kinda weird in the ship designer window. That's probably a much bigger project than I wanna bother with.
.

Im fine with you releasing your own, I really only started my carrier mod to get used to Stellaris modding & didn't plan on actually getting anything close to a releasable mod
 
No as STRIKE_CRAFT_01 is the actual name of the slot ingame AFAIK

Im fine with you releasing your own, I really only started my carrier mod to get used to Stellaris modding & didn't plan on actually getting anything close to a releasable mod

I'll look into releasing this as my first public mod. The ship sections right now are named stuff like CARRIER_BOW_2L1M or whatever, and it looks kinda tacky when that name shows up in the game. I'm sure I can go about renaming the sections but it'll be a bit of a project.
 
Well once who ever develops and works out the bugs, I'd very much Love to download this and support who ever, I Rather You both work together and solve out the issues as you both have, I Don't think it really matters who Released the carrier first, as many of us dont want to mod it :p
 
Glad this thread exists, fixes all my issues I was bumping into especially the asset display one.

I've got my Interceptors, Carriers, Frigates, and soon to be Dreadnoughts ingame now =D
 
Would anyone mind posting a mod that adds a new ship class? I've been attempting to make my own (basically the same thing the OP did, just with renamed corvettes instead of battleships) but they won't even show up in the ship designer and I'd like someone else's code to look at and see what I'm doing wrong.
 
Is there a chance for you to add more ship types as well?
Super Battleship, Dreadnought etc?

I am kinda sad it stops at battleship.

Side question: Does the AI use these?
 
Is there a chance for you to add more ship types as well?
Super Battleship, Dreadnought etc?

I am kinda sad it stops at battleship.

Side question: Does the AI use these?

I would like to do this but I have no experience with modeling of any sort, and I would think that larger ships would need new modules to accommodate more weapons. It is possible to add more weapons to the battleship, but they wouldn't be placed on new spots, meaning that if I doubled the weapons count, there would actually be two turrets in each weapon spot, but the game would only show one. They would function as two and would fire separately I believe, but you would only see one of them because they would literally be occupying the same space. Plus, if I did make a dreadnought, it would look identical to the battleship except that it would be larger.

I'm not sure if the AI actually uses these or not. I didn't do anything special in the mod files to enable the AI to build them, it's basically a copy of the battleship, so in theory they should, but I don't know for sure.
 
I have been able to make a ship with 4 sections trying to make a dreadnought class ship with 1 bow, 2 mid, 1 stern sections. But the 3rd section clips between the 2nd and 4th section including the weapon ports popping through the ships bridge. I think someone has to mod the model's frame to allow a 4th section to be added.
281990_20160512214337_1.png
Really wished I came across this thread earlier as it would have made my life a hell of a lot easier when experimenting with new ship classes.
 
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Hey there, I have a problem with my new carrier ship class.
For the first I just want to get it to work, I mean it should run without problems before I start modeling.
I know something about it, maybe it works maybe not we will see.

But I can't create a new ship class, I mean not without problems:

I have two problems atm:
- The sections aren't shown in the ship_builder (and are the same mesh because I didn't rename them)
- I can't choose a mid section, so I can select a bow and a stern section but not a mid section.

Can anyone help me with this problems?
Here I have some file details for you:

_ships_entities.asset file
because I want it to work for each species
##### CARRIER START #####

# Frame
# locator = "root" # WhatIsThis?
# Bow
entity = {
name = "carrier_bow_M1S2SHB_entity"
pdxmesh = "arthropoid_01_battleship_frame_mesh"

default_state = "idle"
state = {
name = "idle" animation = "idle" animation_blend_time = 0.25
}
attach = {
part1 = "carrier_mid_M4SHB_entity"
part2 = "carrier_mid_S4LHB_entity"

}
scale = @carrier_scale
}
entity = {
name = "carrier_bow_M2S4_entity"
pdxmesh = "arthropoid_01_battleship_frame_mesh"

default_state = "idle"
state = {
name = "idle" animation = "idle" animation_blend_time = 0.25
}
attach = {
part1 = "carrier_mid_M4SHB_entity"
part2 = "carrier_mid_S4LHB_entity"

}
scale = @carrier_scale
}
entity = {
name = "carrier_bow_M3S2_entity"
pdxmesh = "arthropoid_01_battleship_frame_mesh"

default_state = "idle"
state = {
name = "idle" animation = "idle" animation_blend_time = 0.25
}
attach = {
part1 = "carrier_mid_M4SHB_entity"
part2 = "carrier_mid_S4LHB_entity"

}
scale = @carrier_scale
}
# Mid
entity = {
name = "carrier_mid_M4SHB_entity"
pdxmesh = "arthropoid_01_battleship_frame_mesh"

default_state = "idle"
state = {
name = "idle" animation = "idle" animation_blend_time = 0.25
}
attach = {
part1 = "carrier_stern_M1S2_entity"
part2 = "carrier_stern_L1_entity"
part3 = "carrier_stern_M2_entity"
part4 = "carrier_stern_S4_entity"

}
scale = @carrier_scale
}
entity = {
name = "carrier_mid_S4LHB_entity"
pdxmesh = "arthropoid_01_battleship_frame_mesh"

default_state = "idle"
state = {
name = "idle" animation = "idle" animation_blend_time = 0.25
}
attach = {
part1 = "carrier_stern_M1S2_entity"
part2 = "carrier_stern_L1_entity"
part3 = "carrier_stern_M2_entity"
part4 = "carrier_stern_S4_entity"

}
scale = @carrier_scale
}
#Stern
entity = {
name = "carrier_stern_M1S2_entity"
pdxmesh = "arthropoid_01_battleship_frame_mesh"

default_state = "idle"
state = {
name = "idle" animation = "idle" animation_blend_time = 0.25
}
attach = {
}
scale = @carrier_scale
}
entity = {
name = "carrier_stern_L1_entity"
pdxmesh = "arthropoid_01_battleship_frame_mesh"

default_state = "idle"
state = {
name = "idle" animation = "idle" animation_blend_time = 0.25
}
attach = {
}
scale = @carrier_scale
}
entity = {
name = "carrier_stern_M2_entity"
pdxmesh = "arthropoid_01_battleship_frame_mesh"

default_state = "idle"
state = {
name = "idle" animation = "idle" animation_blend_time = 0.25
}
attach = {
}
scale = @carrier_scale
}
entity = {
name = "carrier_stern_S4_entity"
pdxmesh = "arthropoid_01_battleship_frame_mesh"

default_state = "idle"
state = {
name = "idle" animation = "idle" animation_blend_time = 0.25
}
attach = {
}
scale = @carrier_scale
}

##### CARRIER END #####

carrier file in section_templates
#BOW


ship_section_template = {
key = "CARRIER_BOW_M1S2SHB"
ship_size = carrier
fits_on_slot = bow
entity = "carrier_bow_M1S2SHB_entity"
icon = "GFX_ship_part_core_bow"

# Missiles & Strike Craft
weapon_preferences = { weapon_type_explosive }
ai_weight = {
modifier = {
factor = 8.0
OR = {
has_ai_personality = peaceful_traders
has_ai_personality = slaving_despots
has_ai_personality = migrating_flock
}
}
}

component_slot = {
name = "MEDIUM_GUN_01"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_01"
}

component_slot = {
name = "SMALL_GUN_01"
slot_size = small
slot_type = weapon
locatorname = "small_gun_01"
}

component_slot = {
name = "SMALL_GUN_02"
slot_size = small
slot_type = weapon
locatorname = "small_gun_02"
}
component_slot = {
name = "STRIKE_CRAFT_01"
slot_size = large
slot_type = strike_craft
rotation = 90
locatorname = "strike_craft_locator_01"
}

small_utility_slots = 4
medium_utility_slots = 2
large_utility_slots = 1

cost = 240
}

ship_section_template = {
key = "CARRIER_BOW_M2S4"
ship_size = carrier
fits_on_slot = bow
entity = "carrier_bow_M2S4_entity"
icon = "GFX_ship_part_core_bow"

# Small guns
weapon_preferences = { weapon_type_kinetic }
ai_weight = {
modifier = {
factor = 8.0
OR = {
has_ai_personality = spiritual_seekers
has_ai_personality = hive_mind
}
}
}

component_slot = {
name = "MEDIUM_GUN_01"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_01"
}

component_slot = {
name = "MEDIUM_GUN_02"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_02"
}

component_slot = {
name = "SMALL_GUN_01"
slot_size = small
slot_type = weapon
locatorname = "small_gun_01"
}

component_slot = {
name = "SMALL_GUN_02"
slot_size = small
slot_type = weapon
locatorname = "small_gun_02"
}

component_slot = {
name = "SMALL_GUN_03"
slot_size = small
slot_type = weapon
locatorname = "small_gun_03"
}

component_slot = {
name = "SMALL_GUN_04"
slot_size = small
slot_type = weapon
locatorname = "small_gun_04"
}

small_utility_slots = 2
medium_utility_slots = 2
large_utility_slots = 2

cost = 240
}

ship_section_template = {
key = "CARRIER_BOW_M3S2"
ship_size = carrier
fits_on_slot = bow
entity = "carrier_bow_M3S2_entity"
icon = "GFX_ship_part_core_bow"

# Small lasers
weapon_preferences = { weapon_type_energy }
ai_weight = {
modifier = {
factor = 8.0
OR = {
has_ai_personality = federation_builders
has_ai_personality = erudite_explorers
has_ai_personality = xenophobic_isolationists
}
}
}

component_slot = {
name = "MEDIUM_GUN_01"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_01"
}

component_slot = {
name = "MEDIUM_GUN_02"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_02"
}

component_slot = {
name = "MEDIUM_GUN_03"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_03"
}

component_slot = {
name = "SMALL_GUN_01"
slot_size = small
slot_type = weapon
locatorname = "small_gun_01"
}

component_slot = {
name = "SMALL_GUN_02"
slot_size = small
slot_type = weapon
locatorname = "small_gun_02"
}

small_utility_slots = 2
medium_utility_slots = 2
large_utility_slots = 2

cost = 240
}

#MID

ship_section_template = {
key = "CARRIER_MID_M4SHB"
ship_size = carrier
fits_on_slot = mid
entity = "carrier_mid_M4SHB_entity"
icon = "GFX_ship_part_core_mid"

# Lasers & Strike Craft
weapon_preferences = { weapon_type_energy }
ai_weight = {
modifier = {
factor = 8.0
OR = {
has_ai_personality = federation_builders
has_ai_personality = erudite_explorers
has_ai_personality = xenophobic_isolationists
}
}
}

component_slot = {
name = "MEDIUM_GUN_01"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_01"
}

component_slot = {
name = "MEDIUM_GUN_02"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_02"
}

component_slot = {
name = "MEDIUM_GUN_03"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_03"
}

component_slot = {
name = "MEDIUM_GUN_04"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_04"
}

component_slot = {
name = "STRIKE_CRAFT_01"
slot_size = large
slot_type = strike_craft
rotation = 90
locatorname = "strike_craft_locator_01"
}

small_utility_slots = 1
medium_utility_slots = 1
large_utility_slots = 2

cost = 240
}

ship_section_template = {
key = "CARRIER_MID_S4LHB"
ship_size = carrier
fits_on_slot = mid
entity = "carrier_mid_S4LHB_entity"
icon = "GFX_ship_part_core_mid"

# Missiles & Strike Craft
weapon_preferences = { weapon_type_explosive }
ai_weight = {
modifier = {
factor = 8.0
OR = {
has_ai_personality = peaceful_traders
has_ai_personality = slaving_despots
has_ai_personality = migrating_flock
}
}
}

component_slot = {
name = "SMALL_GUN_01"
slot_size = small
slot_type = weapon
locatorname = "small_gun_01"
}

component_slot = {
name = "SMALL_GUN_02"
slot_size = small
slot_type = weapon
locatorname = "small_gun_02"
}

component_slot = {
name = "SMALL_GUN_03"
slot_size = small
slot_type = weapon
locatorname = "small_gun_03"
}

component_slot = {
name = "SMALL_GUN_04"
slot_size = small
slot_type = weapon
locatorname = "small_gun_04"
}
component_slot = {
name = "STRIKE_CRAFT_01"
slot_size = large
slot_type = strike_craft
rotation = 90
locatorname = "strike_craft_locator_01"
}
component_slot = {
name = "STRIKE_CRAFT_02"
slot_size = large
slot_type = strike_craft
rotation = -90
locatorname = "strike_craft_locator_02"
}

small_utility_slots = 1
medium_utility_slots = 1
large_utility_slots = 2

cost = 240
}

#STERN

ship_section_template = {
key = "CARRIER_STERN_M1S2"
ship_size = carrier
fits_on_slot = stern
entity = "carrier_stern_M1S2_entity"
icon = "GFX_ship_part_core_stern"

# Guns
weapon_preferences = { weapon_type_kinetic weapon_type_point_defense }
ai_weight = {
modifier = {
factor = 8.0
OR = {
has_ai_personality = honorbound_warriors
has_ai_personality = evangelising_zealots
has_ai_personality = democratic_crusaders
has_ai_personality = spiritual_seekers
has_ai_personality = hive_mind
}
}
}

component_slot = {
name = "MEDIUM_GUN_01"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_01"
}

component_slot = {
name = "SMALL_GUN_01"
slot_size = small
slot_type = weapon
locatorname = "small_gun_01"
}

component_slot = {
name = "SMALL_GUN_02"
slot_size = small
slot_type = weapon
locatorname = "small_gun_02"
}

small_utility_slots = 2
medium_utility_slots = 3
large_utility_slots = 2

cost = 240
}

ship_section_template = {
key = "CARRIER_STERN_L1"
ship_size = carrier
fits_on_slot = stern
entity = "carrier_stern_L1_entity"
icon = "GFX_ship_part_core_stern"

# Lasers
weapon_preferences = { weapon_type_energy }
ai_weight = {
modifier = {
factor = 8.0
OR = {
has_ai_personality = hegemonic_imperialists
has_ai_personality = erudite_explorers
has_ai_personality = fanatic_purifiers
has_ai_personality = xenophobic_isolationists
has_ai_personality = federation_builders
has_ai_personality = ruthless_capitalists
has_ai_personality = metalhead
}
}
}

component_slot = {
name = "LARGE_GUN_01"
slot_size = large
slot_type = weapon
locatorname = "large_gun_01"
}

small_utility_slots = 2
medium_utility_slots = 3
large_utility_slots = 2

cost = 240
}

ship_section_template = {
key = "CARRIER_STERN_M2"
ship_size = carrier
fits_on_slot = stern
entity = "carrier_stern_M2_entity"
icon = "GFX_ship_part_core_stern"

# Missiles
weapon_preferences = { weapon_type_explosive }
ai_weight = {
modifier = {
factor = 100.0
OR = {
has_ai_personality = peaceful_traders
has_ai_personality = slaving_despots
has_ai_personality = harmonious_hierarchy
has_ai_personality = decadent_hierarchy
}
}
}

component_slot = {
name = "MEDIUM_GUN_01"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_01"

}
component_slot = {
name = "MEDIUM_GUN_02"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_02"
}

small_utility_slots = 2
medium_utility_slots = 3
large_utility_slots = 2

cost = 240
}

ship_section_template = {
key = "CARRIER_STERN_S4"
ship_size = carrier
fits_on_slot = stern
entity = "carrier_stern_S4_entity"
icon = "GFX_ship_part_core_stern"

# Point Defense
weapon_preferences = { weapon_type_point_defense }
ai_weight = {
factor = 1
modifier = {
factor = 100.0
has_ai_personality = migrating_flock
}
}

component_slot = {
name = "SMALL_GUN_01"
slot_size = small
slot_type = weapon
locatorname = "small_gun_01"
}

component_slot = {
name = "SMALL_GUN_02"
slot_size = small
slot_type = weapon
locatorname = "small_gun_02"
}

component_slot = {
name = "SMALL_GUN_03"
slot_size = small
slot_type = weapon
locatorname = "small_gun_03"
}

component_slot = {
name = "SMALL_GUN_04"
slot_size = small
slot_type = weapon
locatorname = "small_gun_04"
}

small_utility_slots = 6
medium_utility_slots = 3
large_utility_slots = 1

cost = 240
}

So if you need something more just ask.
I hope you can help.

Best Regards,
Tobi :)
 
Hey there, I have a problem with my new carrier ship class.
For the first I just want to get it to work, I mean it should run without problems before I start modeling.
I know something about it, maybe it works maybe not we will see.

But I can't create a new ship class, I mean not without problems:

I have two problems atm:
- The sections aren't shown in the ship_builder (and are the same mesh because I didn't rename them)
- I can't choose a mid section, so I can select a bow and a stern section but not a mid section.

Can anyone help me with this problems?
Here I have some file details for you:

_ships_entities.asset file
because I want it to work for each species


carrier file in section_templates


So if you need something more just ask.
I hope you can help.

Best Regards,
Tobi :)

The problem you're running into is the code you put into the _ships_entities.asset file. In order for the carrier to work for all species, you must put separate species-specific code into each of the race specific model files, like this:

gfx\models\ships\mammalian_0\_mammalian_01_ships_entities.asset

You'll need to do that for each race, and the code needs to be race specific. It looks like the code you wrote in your post is correct, you just have it in the wrong file.
 
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I can throw it together and release it, although I didn't wanna preempt Mav12 if he's planning on releasing his own mod. Plus, I haven't renamed the carrier's modules yet so they look kinda weird in the ship designer window. That's probably a much bigger project than I wanna bother with.

Whatever you changed the parts that look like " BATTLESHIP_MID_S4LHB " to... You can type those up into the localisation file. For example, when I added a new section template to my battleship, the localisation entry looked like this:

BATTLESHIP_STERN_H2:0 "Harbinger Bulwark"

You just need to give them each a unique name.
 
So I deleted the part I wrote in _ships_entities.asset.

Now I wrote this part in each species file:
##### CARRIER START #####

# Frame
entity = {
name = "avian_01_carrier_entity"
pdxmesh = "avian_01_battleship_frame_mesh"

default_state = "idle"
state = { name = "idle" animation = "idle" animation_blend_time = 4.0
start_event = { trigger_once = yes sound = { soundeffect = "amb_battleship_hum" } }
}
state = { name = "moving" animation = "idle" animation_blend_time = 4.0
event = { trigger_once = yes sound = { soundeffect = "moving_out_battleship" } }
}
state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
event = { time = 0.5 node = "explosion_locator_01" particle = "avian_small_ship_explosion_particle" }
event = { time = 0.5 node = "explosion_locator_01" particle = "ship_burn_particle" }

event = { time = 2.5 node = "explosion_locator_02" particle = "avian_small_ship_explosion_particle" }
event = { time = 2.5 node = "explosion_locator_02" particle = "ship_burn_particle" }

event = { time = 1.7 node = "explosion_locator_03" particle = "avian_small_ship_explosion_particle" }
event = { time = 1.7 node = "explosion_locator_03" particle = "ship_burn_particle" }

event = { time = 0.78 node = "explosion_locator_04" particle = "avian_small_ship_explosion_particle" }
event = { time = 0.78 node = "explosion_locator_04" particle = "ship_burn_particle" }

event = { time = 6.5 node = "explosion_locator_05" particle = "avian_small_ship_explosion_particle" }
event = { time = 6.5 node = "explosion_locator_05" particle = "ship_burn_particle" }

event = { time = 0.0 particle = "avian_01_large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
}

scale = 1.1

game_data = {
scale = @carrier_scale
}
}
Bow
entity = {
name = "avian_01_carrier_bow_M1S2SHB_entity"
pdxmesh = "avian_01_battleship_bow_M1S2SHB_mesh"

default_state = "idle"
state = { name = idle state_time = 5
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = moving state_time = 5
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}
state = { name = "death" state_time = 5 }
}
entity = {
name = "avian_01_carrier_bow_M2S4_entity"
pdxmesh = "avian_01_battleship_bow_M2S4_mesh"

default_state = "idle"
state = { name = idle state_time = 5
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = moving state_time = 5
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}
state = { name = "death" state_time = 5 }
}
entity = {
name = "avian_01_carrier_bow_M3S2_entity"
pdxmesh = "avian_01_battleship_bow_M3S2_mesh"

default_state = "idle"
state = { name = idle state_time = 5
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = moving state_time = 5
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}
state = { name = "death" state_time = 5 }

#locator = { name = "small_gun_02" position = { 0 0 0 } }
# TEMP FIX
}
# Mid
entity = {
name = "avian_01_carrier_mid_M4SHB_entity"
pdxmesh = "avian_01_battleship_mid_M4SHB_mesh"

default_state = "idle"
state = { name = idle state_time = 5
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = moving state_time = 5
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}
state = { name = "death" state_time = 5 }
}
entity = {
name = "avian_01_carrier_mid_S4LHB_entity"
pdxmesh = "avian_01_battleship_mid_S4LHB_mesh"

default_state = "idle"
state = { name = idle state_time = 5
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}

state = { name = moving state_time = 5
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}
state = { name = "death" state_time = 5 }

#TEMP LOCATOR REPLACE IN SCENE
#locator = {
# name = "strike_craft_locator_01"
# rotation = { -90 0 0 }
#}
#TEMP LOCATOR REPLACE IN SCENE
#locator = {
# name = "strike_craft_locator_02"
# rotation = { -90 0 0 }
#}
}
#Stern
entity = {
name = "avian_01_carrier_stern_M1S2_entity"
pdxmesh = "avian_01_battleship_stern_M1S2_mesh"

default_state = "idle"
state = { name = "idle" state_time = 5
event = { time = 0 node = "engine_medium_01_idle" particle = "avian_01_2_2_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_02_idle" particle = "avian_01_2_2_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_03_idle" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_04_idle" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_05_idle" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_06_idle" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }

event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
}
state = { name = "moving" state_time = 5
event = { time = 0 node = "engine_medium_01" particle = "avian_01_5_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_02" particle = "avian_01_5_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }

event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
}
state = { name = "death" state_time = 5 }
}
entity = {
name = "avian_01_carrier_stern_L1_entity"
pdxmesh = "avian_01_battleship_stern_L1_mesh"

default_state = "idle"
state = { name = "idle" state_time = 5
event = { time = 0 node = "engine_large_01" particle = "avian_01_5_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_01" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_02" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_03" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_04" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_05" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_06" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_07" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_08" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }

event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
}
state = { name = "moving" state_time = 5
event = { time = 0 node = "engine_large_01" particle = "avian_01_5_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_01" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_02" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_03" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_04" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_05" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_06" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_07" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_08" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }

event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
}
state = { name = "death" state_time = 5 }
}
entity = {
name = "avian_01_carrier_stern_M2_entity"
pdxmesh = "avian_01_battleship_stern_M2_mesh"

default_state = "idle"
state = { name = "idle" state_time = 5
event = { time = 0 node = "engine_large_01" particle = "avian_01_5_0_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_01" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_02" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_03" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_04" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_05" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_06" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_07" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_08" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }

event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
}
state = { name = "moving" state_time = 5
event = { time = 0 node = "engine_large_01" particle = "avian_01_5_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_01" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_02" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_03" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_04" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_05" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_06" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_07" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_08" particle = "avian_01_1_7_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }

event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
}
state = { name = "death" state_time = 5 }
}
entity = {
name = "avian_01_carrier_stern_S4_entity"
pdxmesh = "avian_01_battleship_stern_S4_mesh"

default_state = "idle"
state = { name = "idle" state_time = 5
event = { time = 0 node = "engine_medium_01_idle" particle = "avian_01_2_2_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_02_idle" particle = "avian_01_2_2_exhaust_oblong_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_03_idle" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_04_idle" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_05_idle" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_06_idle" particle = "avian_01_1_6_exhaust_idle_particle" trigger_once = yes keep_particle = yes }

event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
}
state = { name = "moving" state_time = 5
event = { time = 0 node = "engine_medium_01" particle = "avian_01_5_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_medium_02" particle = "avian_01_5_0_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }

event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
}
state = { name = "death" state_time = 5 }
}

##### CARRIER END #####

pdxmesh = "molluscoid_01_battleship_stern_S4_mesh"
I replaced the underlined part with "avian" and so on in the other species files.

But, there is no difference.
There is still no mesh visible in the shipbuilder and
I still can't select a middle section.

Any further help?
Best Regards,
Tobi :)

Edit:
Okay I updated the code part of this post.
Now I can see the section when I want to choose it, and I can also see it in the ship builder,
but just until I choose an other section, then the ship builder gets an one color background
instead of space. The background stays even when I restart the ship builder.
And he shows the sections, but just in the "human" style :(

But one good point, I could fix the mid part problem, so I can choose middle parts now ;)

Edit2:
Now it also works that the specifc template is shown, so the one of the named species.
(e.g. fungoid at fungoid ship designs etc.)
Some times it is possible to see the ship in the shipbuilder (e.g. the auto generated ones are
visible), but they look like in 2D, I mean they are flat :(

20160527230703_1.jpg
20160527230639_1.jpg
20160527230607_1.jpg

Edit:
I will open a new thread this is more simple
 
Last edited: