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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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i altered the tug "HM_Queen_pl" to become the lion, and eveything else worked, but it still had the name and description of the lion mk2 and about being a prototype of vipers, even though there was no longer any mention of it in the loc file, plus i started a new game to get the ship, not sure what ive missed
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#2
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Perhaps the best solution is to simply add a new line to m_carcasses.loc rather than modify an existing line, that is what I did for the Liger, at least.
PS: Got my script to work! My original script was 100% correct, I just had to zone to a different sector in order for it to work properly in-game (was loading a save to test). I am going to mess with the Specials.script a bit more, hopefully learning a bit more about the createflights script. Last edited by Nanaki; 03-25-2010 at 02:12 PM. |
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#3
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GUI can handle up to 24 slots. Quote:
BTW I've made a script that makes all motherships, rare fighters and equipment (generally everything) buyable. Now I'm tweaking it a bit. You can easily buy and fly even Emperor's Battleship Last edited by Goblin Wizard; 03-25-2010 at 04:18 PM. |
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#4
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There is no hard-coded limit for guns, though, as long as the IMD file is configured properly. My Liger Cruiser has 2 GKTurrets, 4 GKGuns, 8 Turrets, 8 Systems. Quote:
The question is how do you want your fighters to spawn? Through a Perk? Through a random event? Right now I am working on the perk spawns. From what I gathered, there are four spawn seperate spawn scripts that all work seperately. It might be possible to add additional spawn script functions (that will be my next project), but I have not attempted to do so. So far, what I have done is modify the script so that MSF and NESF spawns can be used at once (previously, using one disables use of the other), which was more of a bugfix than a modification of any kind. I just recently added a level to all of the spawns (level 4 MSF spawn, level 4 NESF spawn, level 5 Berserk spawn, oddly enough there was already an unused level 4 Precursor spawn too...), which was successful as well. My third project with Specials.script is to add a completely new spawn script, which I have only just started. I will let you know how my attempt to add a completely new spawn script goes. Afterwards, I might try modifying location scripts and the create_flight script. |
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#5
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This is what I got... not sure why its not working for you...
<short_name>#M_Name_Mothership_Liger</short_name> <hint>#M_Hint_Mothership_Liger</hint> <short_desc>#M_SDesc_Mothership_Liger</short_desc> <long_desc>#M_LDesc_Mothership_Liger</long_desc> #M_Name_Mothership_Liger = Liger #M_Hint_Mothership_Liger = Dreadnought|Liger #M_SDesc_Mothership_Liger = Dreadnought Liger #M_LDesc_Mothership_Liger = While the Lion MK3 was in development, the Old Empire decided to push the shrinking Lion as a Stone Arrow replacement while developing a heavier version of the current Lion MK2 to replace the aging Stalingrad Battleship. The end result was the Liger Dreadnought, while it has the outward visual appearance of a Lion Cruiser, it is slower, heavier and far more heavily armored and armed. The Liger possesses the latest in drive and reactor technologies, allowing it to achieve much higher maximum speeds than was possible with the Stalingrad. It was also given a massive firepower improvement with the addition of four turrets and four heavy guns, allowing it to surpass any capital ship in direct combat. Two of these heavy guns were designed to be on turreted platforms bolted to the side of the ship. Unfortunately, the large amount of high-quality material and experimental components required to construct even one vessel was staggering, and as a result the Old Empire decided not to incorporate the Liger into the fleet. Most of the resources and funds originally allocated towards the Liger project would eventually find their way to New Restoration. The prototype itself, still missing its turrets, main guns, and many of its systems, was placed into mothball. |
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#6
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[slot14] type=TurretGK refpoint=Left_Side image_coord=420 260 text_coord=500 240 text_aligment=RIGHT This is one of the guns I've fitted into my Star Hammer. Turrets that can be fitted into this slot have the first letter "T" so if "LGK3" stays for Musket, "TLGK3" stays for turret version of Musket. Quote:
function New_Mothership_Rhino() NewFlight("myGroup_1", "nm", "Mothership_corporate_pl1", "BasePilot", mothership:GetPosition() + Vector3(0, 0, -70), Vector3(0, 0, 1)); mothership_old = mothership; mothership = SetPlayerMotherShip(ship_nm_1); end; This is core function that change your actual mothership into (in this case) Rhino and is placed in "DockStation.script". Why there? Because all shopping work through the Maintenance Station menu. You buy things like you buy AI pilots for mothership (kind of). Maintenance Stations are generally a little quests so functions that work with quests work with them too. There are much more changes to get whole thing working. I'm planning to release beta version of my mod this weekend so you will see all modifications. Quote:
Last edited by Goblin Wizard; 03-25-2010 at 06:17 PM. |
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#7
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Unfortunately, my third experiment was not successful. The game uses its own internal hardcoded XML Schema files which cannot be edited, so adding new special abilities is out of the question.
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#8
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#9
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#10
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What are you trying to achieve exactly?
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