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Old 03-12-2010, 09:19 PM
valky valky is offline
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Join Date: Mar 2010
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Hmm you're right. (just made a quick search).
According your AI.ini info every destruction determines the amount of the cache's quantity (so every quickload lets you re-destroy it again and again ^^)

But, I did a further research into the files , and their are these system-init scripts, which determines the loot table. So I think, as soon as you jump into a system the script is called and at this very moment the loot table for each roid is created. And any quick load destruction only affects the amount of loot but not the quality at all !
The script for each location 'd be activate.script and the location where the asteroid is location.script in each "...\Star Wolves 3 - Civil War\Data\Scripts\Locations\.." - if you can figure out the 3D coords...but maybe this isn't hard, as I already found some caches. Ah compared to my current location *eg* unusually they used XZY instead of XYZ.

Just some plain example for location XT23, 'Light Trade Station'
using the navmap as coords with the very center of the map as (0,0,0) !!
xyz_trade_station = Vector3(400, 20, -150); <- would be the loc in the location.script
400 = 4 fields from the center
20 = the height of the object
-150 = 1.5 fields down from the axis

About my theory with the cache's quality ( in case of Solncevka, I tried maybe ~15 times and always got the Gunslinger !)
The activate.script calls a condition which determines the quality at the very end of the file: "if aster_nychka_1~=NIL then....end;" think of it as, as long as the roid is in the system do this sh*t
It also calls a function 'NychRareShipsList' (NychRareShipsList ={"Trident_pl0","Hrimturs_pl0","Gunslinger_pl0","W yvern_pl0","Wyvern_mk2_pl0","Dragon_pl0"}; from FloodTradeStations.script)
which is always the same for all the locations and there is NO check for the game's difficult level! So I came up with the idea that these roid's "inventory" is created as soon as you jump in and NOT while re-load&destroy! (or maybe even at game's start? but this I should someone verify)

Finally
Figuring out the location where a possibility is to contain a ship 'd be the very locations: [measured from the axis' of the map]

Fort Russ: Garbage Patrol Station (9 fields right/1.7 up) checked

Hephaestus(~aka Gefest in the file): this one is a bit tricky to figure out, there are 2 conditions maybe bound to some quest, but each condition spawns either 2 cache. Seems like the ones 'Goblin Wizard' was talking about. Only problem the location is generated and at least 2 spawns are somewhere within the turrets. If I'm not wrong one condition is bound to the quest where you have to go thru the field, and only at this point there will be a spawn of 2 ship wrecks ...somewhere (can be wrong so it's either the quest where you have to get into the minefield to get rid of the patrol or on your way back to the system; trigger condition 1)
The other condition is if you are not on this mission and in this sector, but it's where I get headache. I don't know if they spawn while the quest is done (cond 1) or if they only spawn before you did the quest.
Either way there should be at least 2 caches.

Charon: already listed / but I didn't find it (-8.4 fields to the left/-7.5 down/slightly under Z-axis)

Pegasus: already mentioned; there should be up to 6 (?) caches (up to 5 are random and seems to be somewhat bound to the mission / 1 'd be always in Pegasus), 'll check for myself later again

Solncevka/Tarrot/Vaudille/X220/XB-19/Fronn: already listed

XT-41: Some destroyed station (6.9 fields right/ -3.9 down) checked

Edit:
'll check my theory @XT-41 ... only 2 jumps afar

If I'm not mistaken and you always want a specific ship, just edit activate.script from the location mentioned above and change the line:

AddShipToInventory(NychRareShipsList[RAND(_amt-1)+1],1);

to

AddShipToInventory(NychRareShipsList[shipnumber_x,1); where shipnumber_x is digit 1-6 and defines the position in the list {"Trident_pl0","Hrimturs_pl0","Gunslinger_pl0","Wy vern_pl0","Wyvern_mk2_pl0","Dragon_pl0"} / their pseudo code is only to get rid of the digit 0 - RAND(_amt-1) generates a number between 0 and 5 (_amt is 6 as there are 6 ships) and +1 to have a valid digit of 1....6

Last edited by valky; 03-12-2010 at 10:05 PM.
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