Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > Star Wolves

Star Wolves 3D space RPG with deep strategy and tactical elements

Reply
 
Thread Tools Display Modes
  #1  
Old 03-25-2010, 01:45 PM
Ashar Ashar is offline
Approved Member
 
Join Date: Mar 2010
Posts: 17
Default

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
Reply With Quote
  #2  
Old 03-25-2010, 02:09 PM
Nanaki Nanaki is offline
Approved Member
 
Join Date: Mar 2010
Posts: 338
Default

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.
Reply With Quote
  #3  
Old 03-25-2010, 03:51 PM
Goblin Wizard Goblin Wizard is offline
Approved Member
 
Join Date: Oct 2008
Posts: 508
Default

Quote:
Originally Posted by Nanaki
You can only find them on Platforms in-game, specifically, the platforms located in Hephastus (though they might be found in other platforms found in the game...)

They were never meant to be mountable on mobile ships of any kind, and never meant to be purchased by the player thus you wont find them in shops, and even if you add them I imagine they wont have the proper pictures, descriptions, or anything like that. Hell, you cannot even add slots to the GUI to mount them on your mothership. This is why you have to mount them in shipdescription, because there is no other way to mount them.
You can add GKTurrets to shops, GUI, can give them proper names etc. I've made fully manageable mothership with 2 GKGuns, 2 GKTurrets, 5 Turrets and 5 Systems (look at my Star Hammer on the previous page). This is hardcoded limit for guns. I didn't try more systems but I think it's possible to add more. GKTurrets and GKGuns have the same icons. They've never meant to be manageable so they have no descriptions but you can add your own.
GUI can handle up to 24 slots.

Quote:
Originally Posted by Nanaki View Post
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.
YES! This is I was looking for. I've tried making spawning script but failed. Please, give us some more details.

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.
Reply With Quote
  #4  
Old 03-25-2010, 04:31 PM
Nanaki Nanaki is offline
Approved Member
 
Join Date: Mar 2010
Posts: 338
Default

Quote:
You can add GKTurrets to shops, GUI, can give them proper names etc. I've made fully manageable mothership with 2 GKGuns, 2 GKTurrets, 5 Turrets and 5 Systems (look at my Star Hammer on the previous page). This is hardcoded limit for guns. I didn't try more systems but I think it's possible to add more. GKTurrets and GKGuns have the same icons. They've never meant to be manageable so they have no descriptions but you can add your own.
GUI can handle up to 24 slots.
GUI can probably handle more than 24, but than it looks just plain ugly (and there might be other issues too). 20 is the maximum it can handle while still looking okay (if a bit cramped).

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:
YES! This is I was looking for. I've tried making spawning script but failed. Please, give us some more details.

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
You can make motherships buyable? I always thought that the game would break if you were able to buy and sell motherships. You should share some details on that.

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.
Reply With Quote
  #5  
Old 03-25-2010, 04:40 PM
Nanaki Nanaki is offline
Approved Member
 
Join Date: Mar 2010
Posts: 338
Default

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.
Reply With Quote
  #6  
Old 03-25-2010, 06:14 PM
Goblin Wizard Goblin Wizard is offline
Approved Member
 
Join Date: Oct 2008
Posts: 508
Default

Quote:
Originally Posted by Nanaki View Post
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.
I was talking about fully manageable ship (all weapons and systems changeable through the trade station menu). Your Cruiser has all of these but only in "imd" file. I can't see GKTurrets in GUI and only 2 GKGuns and 5 Turrets slots work. This is the limit I metioned. If you want to add GKTurret to the GUI you should place slot like below in the "ini" file:

[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:
You can make motherships buyable? I always thought that the game would break if you were able to buy and sell motherships. You should share some details on that.
The first I've got the idea was when after rescuing Ternie I saw my Astarte changed into another mothership (I don't remember exactly which cuz I've moded that quest so many times ). After a little research I've ended with these:

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:
The question is how do you want your fighters to spawn? Through a Perk? Through a random event?
I'd like to add a spawn of enemy ships like in Rescue Ternie quest. When you flying to the gate Greys show up from nowhere and attacks you immediately. This what I'd like to get.

Last edited by Goblin Wizard; 03-25-2010 at 06:17 PM.
Reply With Quote
  #7  
Old 03-25-2010, 08:42 PM
Nanaki Nanaki is offline
Approved Member
 
Join Date: Mar 2010
Posts: 338
Default

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.

Quote:
I was talking about fully manageable ship (all weapons and systems changeable through the trade station menu).
Yes, it is doable, I have done it. I have a fully managable Lion with 10 Turrets, 6 systems, and 4 GKGuns (this is for my Liger version without the GKTurrets)

Quote:
I'd like to add a spawn of enemy ships like in Rescue Ternie quest. When you flying to the gate Greys show up from nowhere and attacks you immediately. This what I'd like to get.
What exactly is going wrong?
Reply With Quote
  #8  
Old 03-25-2010, 09:12 PM
Goblin Wizard Goblin Wizard is offline
Approved Member
 
Join Date: Oct 2008
Posts: 508
Default

Quote:
Originally Posted by Nanaki View Post
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.

Yes, it is doable, I have done it. I have a fully managable Lion with 10 Turrets, 6 systems, and 4 GKGuns (this is for my Liger version without the GKTurrets)
Please, let me know how !!!

Quote:
What exactly is going wrong?
This is the problem - nothing. no CTD, no errors. Simply nothing. I've tried something like this:

Quote:
function New_Gray_Attack()
NewGreyFlight("Grey_Group", "greyA1", mothership:GetPosition()+Vector3(60, 5, 0), 1, 17, Vector3(-1, 0, 0));
countf = flight_greyA1:GetPilotCount();
for i=0,countf,1 do
pilot_tmp = flight_greyA1:GetPilotByNumber(i);
ship_tmp = pilot_tmp:GetShip();
ship_tmp: PlayFX("Cloak Out.shfx");
end;
NewGreyFlight("Grey_Group", "greyA2", mothership:GetPosition()+Vector3(0, 5, -70), 1, 15, Vector3(0, 0, 1));
countf = flight_greyA2:GetPilotCount();
for i=0,countf,1 do
pilot_tmp = flight_greyA2:GetPilotByNumber(i);
ship_tmp = pilot_tmp:GetShip();
ship_tmp: PlayFX("Cloak Out.shfx");
end;
NewGreyFlight("Grey_Group", "greyA3", mothership:GetPosition()+Vector3(-40, 5, 65), 1, 15, Vector3(0.5, 0, -0.5));
countf = flight_greyA3:GetPilotCount();
for i=0,countf,1 do
pilot_tmp = flight_greyA3:GetPilotByNumber(i);
ship_tmp = pilot_tmp:GetShip();
ship_tmp: PlayFX("Cloak Out.shfx");
end;
end;
I've added group declaration in region "activate.script" file too. I want this function to be executed by quest dialog. Could you post your working function and other necessary changes?
Reply With Quote
  #9  
Old 03-25-2010, 09:29 PM
Nanaki Nanaki is offline
Approved Member
 
Join Date: Mar 2010
Posts: 338
Default

Quote:
Please, let me know how !!!
The trickiest part is matching the references... Each turret, GKGun, and GKTurret has a reference, each reference MUST be unique, and than match the references to the INI. For example, the 'down_left' reference in the IMD file must match to the 'down_left' reference in the INI file.

Quote:
This is the problem - nothing. no CTD, no errors. Simply nothing. I've tried something like this:
I will look through it and ponder, I tend to prefer to review code slowly and carefully. Best way to debug it.
Reply With Quote
  #10  
Old 03-25-2010, 10:38 PM
Rastix Rastix is offline
Approved Member
 
Join Date: Jul 2008
Posts: 79
Default

Quote:
Originally Posted by Nanaki View Post
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.
What are you trying to achieve exactly?
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 09:30 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.