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Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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If you are adding any new ships to a game, I found out the hard way that you must start a new game in order for certain script commands to see recently added ships. I am pulling my hair out because I created a little ship known as the Azure Stormcrow, 4th generation, 3 systems, 2 guns, 1 missile, and it refuses to appear in trade stations or as convoy loot.
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#2
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hey goblin hows it going with your mod it really sounds awesome
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#4
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Pilots can have different conditions like: "IsInBase", "IsBasePilot". One of these conditions is "IsCanSayReplica". I can't get to know what this condition means. I'm trying to finish my pilot script and I need it to check all possible pilot states. HELP!!!
Last edited by Goblin Wizard; 04-13-2010 at 06:24 AM. |
#5
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Lookie lookie what I found:
http://translate.google.com/translat...gger%26hl%3Den Edit: Aw crap, that forum does not allow you to link to them... |
#6
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Loot also appears to behave this way, I'm trying to get the Star Hammer Memorial to drop me Precursor guns. If I reload from a save just before I blow it up, I always get the same crap (just in different quantity). It appears that I need to load from a save before I jump into the Precursor System in order to make it drop differently. (Most of the time it just drops alien stuff though and it's driving me nuts lol -_-). Edit: Forgot to post what I wanted to reply originally, have you tried jumping to a new system you've never been in before in that savegame, and seeing if your new items are being sold there? Last edited by Trucidation; 05-13-2010 at 09:10 AM. |
#7
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As far as the Charon bit goes, I noticed that if you exit the Charon system, save, than load that save and enter back into Charon, the Templar ship list will be randomized again.
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#8
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Hi
How can i replace the models of the motherships you recieve? And also, how can i change their names and stats? |
#9
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I tried to check the Nanaki's idea and this is what I've got.
sw3cw 2010-05-27 22-56-29-78.jpg The first, you probably noticed, is GUI limit. Each pilot has 5 wingmens but even 3 full teams is too much. Others are: - additional pilots take place of possible storyline pilots. First 6 pilots are showed, others exist only in memory. - after docked, you can only lunch first 6 pilots. - when docking, if all 6 hangar slots are occupied something bad happens. It's hard to describe but it's not CTD. - When jumping through the gate... don't ask ![]() These pilots have full functionality of the regular storyline pilots but only until docked. You can even give them perk tree. Conclusion: All problems come from GUI limit. Engine can handle much more than 6 pilots and 6 hangar slots. You can edit all parts of the GUI except this damn 6 pilots cap. Because all of these (and probably other) problems I'll stick with the idea of adding pilots in a way as summon perks work. This method has less functionality but causes much less problems. |
#10
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Goblin Wizard, is it possible to somehow assign skill trees to summoned pilots? This will allow them to have an upgrade path, without requiring the summoner pilot to have multiple summon skills.
I guess this depends on the flexibility of the summon skill. |
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