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-   -   My question (http://forum.fulqrumpublishing.com/showthread.php?t=229675)

ArtekXDPL 03-30-2016 06:48 PM

My question
 
How add items to ship on start new game? (Star Wolves 3)

Please give me a few example.

Im try:
CreateGuns("HC1", 10);
CreateModules("HC1", 10);

but not work :(
Sorry for my weak english.

Hal2003 03-30-2016 07:51 PM

You need modify InitTeamScrip. There are some examples to add items to ship storage.

mothership:AddShipToInventory("Excalibur_pl0", 3); = 3 Excalibur Fighters

mothership:AddModuleToInventory("GunAmpPH", 3); = 3 Weapon Amplifiers

ArtekXDPL 03-30-2016 08:35 PM

Quote:

Originally Posted by Hal2003 (Post 712881)
You need modify InitTeamScrip. There are some examples to add items to ship storage.

mothership:AddShipToInventory("Excalibur_pl0", 3); = 3 Excalibur Fighters

mothership:AddModuleToInventory("GunAmpPH", 3); = 3 Weapon Amplifiers

Thank you very much, these commands work. :)

How work command g_recruits in game console (Star Wolves 3)
This command calls to me friendly fighters (paid mercenary)?

Please give me examples.

ArtekXDPL 04-02-2016 07:40 PM

refresh

ArtekXDPL 04-04-2016 08:25 PM

refresh

ArtekXDPL 04-08-2016 06:47 AM

refresh

nocalora29 04-08-2016 12:27 PM

I think bumping this thread up won't help in this case, since It seems no one really knows what this does, I have tried to do something with the command myself to see what it does and how to operate it, but it didn't work out.

EDIT: I have somewhere here an .doc laying around that was given to me by VALV, it had all the functions/commands in the game in it, it probably has the description of the command in it, but I have to find it first.

ArtekXDPL 04-10-2016 06:30 PM

How to add more pilots on start game?
Defaults we have only Hero.

nocalora29 04-10-2016 07:02 PM

That I can tell you, look inside the file InitTeamScript.script

These are the functions you have to add somewhere in it:

Code:

PILOTVARIABLE=CreatePilot("PILOT"); -- Inside the "" Brackets is the Pilot which the game retrives from pilots.xml, the PILOTNAME is the Variable which holds the Pilot.

AddPilotToPlayer(PILOTVARIABLE); -- Pretty much self explanatory, but inside the () needs to be the PILOTVARIABLE which has been Created by "CreatePilot".

Example:
Code:

GreyhairPilot=CreatePilot("Sedoy");
AddPilotToPlayer(GreyhairPilot);

This will give you Greyhair at the start of a new game.


Thats everything you have to know.

ArtekXDPL 04-10-2016 07:29 PM

Thanks you very much, it works!

But when Im add Red Corsair he have bugged skill tree?

How idea, how can repair this error?

http://s5.ifotos.pl/img/bugpng_ssxanhn.png


EDIT: Okey Im find a solve of this problem. Im must add lines to file PilotProperties.script
If you have Star Wolves 1, can you copy "properties_Corsair = {" and all lines with PilotProperties.script to this topic?

Im think... maybe you give old character (Phantom, Corsair etc.) to your mod? e.g you setting this character to buy in Mystical Station hidden on map ;)

nocalora29 04-10-2016 09:22 PM

Heres the properties of Corsair from SW1
Code:

function GetPropertyCost_Corsair(property)

        local properties =
        {
                Piloting_1 = 2,
                Piloting_2 = 25,
                Piloting_3 = 50,
                Tactics = 200,
                Gunnery_1 = 2,
                Gunnery_2 = 25,
                Gunnery_3 = 50,
                Fearless = 75,
                Lone_Wolf = 150,
                Criticals_1 = 100,
                Hard_to_Kill = 200,
                Elite = 250,
                Missiles_Rockets = 1,
                Missiles_2 = 5,
                Missiles_3 = 25,
                Missiles_4 = 50,
                Missiles_5 = 100,
                Rockets_1 = 20,
                Rockets_2 = 40,
                missile_salvo_1 = 25,
                missile_salvo_2 = 50,
                missile_salvo_3 = 100,
                missile_salvo_4 = 150,
                Black_Market = 5,
                weak_spot_1 = 50,
                weak_spot_2 = 100,
                weak_spot_3 = 200,
                Systems_1 = 5,
                Systems_2 = 35,
                Countermeasures = 50,
                Countermeasures_Exp = 100,
                Missile_Range = 75
        }

        return properties[property];
end;

and heres the CanHaveProperty function (if needed)
Code:

function CanAddProperty_Corsair(pilot, property)

        if (property == "Piloting_1")
        then
                return 1;
        end;

        if (property == "Piloting_2")
        then
                if (pilot:HasProperty("Piloting_1"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "Piloting_3")
        then
                if (pilot:HasProperty("Piloting_2"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "Tactics")
        then
                if (pilot:HasProperty("Piloting_3"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "Gunnery_1")
        then
                return 1;
        end;

        if (property == "Gunnery_2")
        then
                if (pilot:HasProperty("Gunnery_1"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "Gunnery_3")
        then
                if (pilot:HasProperty("Gunnery_2"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "Fearless")
        then
                if (pilot:HasProperty("Piloting_2"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "Lone_Wolf")
        then
                if (pilot:HasProperty("Piloting_3"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "Criticals_1")
        then
                if (pilot:HasProperty("Gunnery_3"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "Hard_to_Kill")
        then
                if (pilot:HasProperty("Fearless"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "Elite")
        then
                if (pilot:HasProperty("Lone_Wolf") and  pilot:HasProperty("Missiles_4"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "Missiles_Rockets")
        then
                return 1;
        end;

        if (property == "Missiles_2")
        then
                if (pilot:HasProperty("Missiles_Rockets"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "Missiles_3")
        then
                if (pilot:HasProperty("Missiles_2"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "Missiles_4")
        then
                if (pilot:HasProperty("Missiles_3"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "Missiles_5")
        then
                if (pilot:HasProperty("Missiles_4"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "Rockets_1")
        then
                if (pilot:HasProperty("Missiles_Rockets"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "Rockets_2")
        then
                if (pilot:HasProperty("Rockets_1"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "missile_salvo_1")
        then
                if (pilot:HasProperty("Missiles_Rockets"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "missile_salvo_2")
        then
                if (pilot:HasProperty("missile_salvo_1"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "missile_salvo_3")
        then
                if (pilot:HasProperty("missile_salvo_2"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "missile_salvo_4")
        then
                if (pilot:HasProperty("missile_salvo_3"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "Black_Market")
        then
                return 1;
        end;

        if (property == "weak_spot_1")
        then
                if (pilot:HasProperty("missile_salvo_1"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "weak_spot_2")
        then
                if (pilot:HasProperty("weak_spot_1"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "weak_spot_3")
        then
                if (pilot:HasProperty("weak_spot_2") and pilot:HasProperty("missile_salvo_4") and pilot:HasProperty("Countermeasures_Exp"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "Systems_1")
        then
                return 1;
        end;

        if (property == "Systems_2")
        then
                if (pilot:HasProperty("Systems_1"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "Countermeasures")
        then
                if (pilot:HasProperty("Systems_2"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "Countermeasures_Exp")
        then
                if (pilot:HasProperty("Countermeasures"))
                then
                        return 1;
                end;
                return 0;
        end;

        if (property == "Missile_Range")
        then
                if (pilot:HasProperty("Countermeasures"))
                then
                        return 1;
                end;
                return 0;
        end;

        return 0
end;


ArtekXDPL 04-11-2016 05:26 AM

Thank you, again.

Im think... maybe you give old character (Phantom, Corsair etc.) to your mod? e.g you setting this character to buy in Mystical Station hidden on map ;)

ArtekXDPL 04-11-2016 06:34 PM

Can possible is to convert bigship eg. <BigShip name="Alien_Frigate_0"> to normal ship, and shoot with turrets?

nocalora29 04-11-2016 08:27 PM

Just make an copy of it in carcasses.xml and change BigShip to Interceptor. thats it, but since there are small adjustings that are needed for it to work properly, heres an working converted Alien Frigate:

Code:

        <Interceptor name="Alien_Frigate_0">
                <short_name>#M_Name_Alien_Frigate</short_name>
                <hint>#M_Hint_Alien_Frigate</hint>
                <short_desc/>
                <long_desc>#M_LDesc_Alien_Frigate</long_desc>
                <mesh_name>a_frigate</mesh_name>
                <flat_image>alien_frigate</flat_image>
                <hit_points>8000</hit_points>
                <mass>30000</mass>
                <disable_trade>false</disable_trade>
                <cost>10000</cost>
                <technology/>
                <EPR>10</EPR>
                <explosion_script>Big Ship</explosion_script>
                <work_sound/>
                <silence/>
                <max_energy>4000</max_energy>
                <energy_restore>1</energy_restore>
                <max_speed>5</max_speed>
                <maneurability>1</maneurability>
                <steering_power>3800</steering_power>
                <sensor_resolution>0.35</sensor_resolution>
                <sensor_length>160</sensor_length>
                <threat>20</threat>
                <mapping_name>a_frigate_shop</mapping_name>
                <HolderProperties>
                        <big_guns>0</big_guns>
                        <small_guns>0</small_guns>
                        <rockets>0</rockets>
                        <systems>5</systems>
                        <turrets>4</turrets>
                        <gk_guns>0</gk_guns>
                        <gk_turrets>0</gk_turrets>
                </HolderProperties>
                <engine_sound>Engine-Bigship.wav</engine_sound>
                <engine_start_sound/>
                <destroyed_mesh_name/>
                <level>1</level>
        </Interceptor>


ArtekXDPL 04-12-2016 05:40 AM

Thanks you, its work. But this ship have error, you can't wear any turrets. How can repair this error? When is write that <Interceptor name= can use only BigGuns, Systems, Missile, and SmallGuns?

nocalora29 04-12-2016 10:45 AM

I think thats because all turrets in the game, meaning "TurretModule" have this parameter inside their xml: <attach_type>ONLY_BIGSHIP</attach_type>

You (should) change all turrets with "ONLY_BIGSHIP" to "ALL_SHIPS" then its gonna work, or you create special turrets with this config.

ArtekXDPL 04-12-2016 02:17 PM

Thanks you, You are the best :D
It works, Im can fly Alien_Frigate_0 and shoot with turrets. :D

How change maximum amount of pilots in group of mercenaries?

In file Recruits.xml
Im change lines to:
<count_min>24</count_min>
<count_max>24</count_max>

If Im change value to
<count_min>25</count_min>
<count_max>25</count_max>

Mercenary group to buy is hide - no display in screen. (Error?)

How change maximum value with 24 on higher with working mercenaries to buy.

nocalora29 04-12-2016 05:28 PM

I have no idea, I think its not possible.

ArtekXDPL 04-12-2016 05:58 PM

How create a new group of mercenaries to buy?, eg. Berserks Ships + 2x Chimera, Alien Ships + 2x Alien Frigate, Stalingrad + 2x Stone Arrow

Maybe you add this in your mod?

nocalora29 04-12-2016 07:08 PM

Editing mercenary teams is quite difficult, I did not have any kind of success when creating an custom one, since the game seems to pick ships inside an table COMPLETELY random, so you cannot set what "Chance" the specific ship you added has to spawn, so it may aswell be that it spawns 9 stalingrads and one 1 arrow, and thats not really good and or what we want.

I have made the approach to make an dialogue inside the maintance station with the help of Goblin wizards mothership mod, to create the menu "Corporate Contracts", it basically is Mercenaries Revamped, and it is alot easier since those dialogue buttons execute functions and code I can actually write and that.

So what I would recommend to you is to create an new Dialogue inside the maintance stations, where its possible to buy mercenaries you actually want.

Other than that theres no way of actually making new Actual/Legit Mercenaries inside the trade station Merc tab, since all the game is selecting random ships from an table.

ArtekXDPL 04-12-2016 07:40 PM

Thank you for information.

Hmm... what else I can edit in game? I no have idea!

ArtekXDPL 04-13-2016 06:00 PM

How off all mission in Star Wolves 3?

nocalora29 04-24-2016 02:17 AM

Go to the file "Data\Scripts\Quests\Mission_1\ReturnHero.scri pt"

Search for StartMission()
and replace the whole function with this

StartMission()

end;

Although I have never really tried to "Disable" the whole storyline, but in theory this should work, if it doesn't, then you might try the file "Game\CustomInit.xml" and see if you can Change the FirstMissionName to an Empty Mission.

ArtekXDPL 04-25-2016 07:22 PM

This not work, any ideas?

oxygenes 06-13-2016 11:38 PM

you can avoid the story line without much scripting.
1. just select and modify favourite mothership as you like - in config files
2. add good equipment, pilots, etc. - script
3. start game - follow story until you come to station in second sector, where unhappy boy want deliver cargo to scientific station and decline task.
3. you can flee free as bird to all sectors, with exception, where is it "disabled" by story (example - mines field)
4. you can return to story as you like, ship will be exchanged as usualy, equipment will be stored to cargo space.


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