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 04-06-2010, 11:05 PM
Nanaki Nanaki is offline
Approved Member
 
Join Date: Mar 2010
Posts: 338
Default

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.
Reply With Quote
  #2  
Old 04-08-2010, 01:55 AM
wmaynard80 wmaynard80 is offline
Registered Member
 
Join Date: Mar 2010
Posts: 13
Default

hey goblin hows it going with your mod it really sounds awesome
Reply With Quote
  #3  
Old 04-08-2010, 07:25 AM
Goblin Wizard Goblin Wizard is offline
Approved Member
 
Join Date: Oct 2008
Posts: 508
Default

Just check here
Reply With Quote
  #4  
Old 04-12-2010, 08:55 PM
Goblin Wizard Goblin Wizard is offline
Approved Member
 
Join Date: Oct 2008
Posts: 508
Default

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.
Reply With Quote
  #5  
Old 04-20-2010, 01:19 PM
Nanaki Nanaki is offline
Approved Member
 
Join Date: Mar 2010
Posts: 338
Default

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...
Reply With Quote
  #6  
Old 05-13-2010, 09:08 AM
Trucidation
Guest
 
Posts: n/a
Default

Quote:
Originally Posted by Nanaki View Post
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.
I could be wrong, but from observing what ships the Templars sell me in Charon, I noticed I always get the same ships if I load from a save just outside the station. But if I load a save from outside Charon (i.e. Kronos) and not having entered Charon before, I can see different ship types on sale if I reload several times.

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.
Reply With Quote
  #7  
Old 05-13-2010, 02:52 PM
Nanaki Nanaki is offline
Approved Member
 
Join Date: Mar 2010
Posts: 338
Default

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.

Quote:
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?
Standard operating procedure for me to change systems when testing scripts.
Reply With Quote
  #8  
Old 05-20-2010, 12:48 PM
Cheator Cheator is offline
Registered Member
 
Join Date: May 2010
Posts: 2
Default

Hi
How can i replace the models of the motherships you recieve?
And also, how can i change their names and stats?
Reply With Quote
  #9  
Old 05-27-2010, 09:36 PM
Goblin Wizard Goblin Wizard is offline
Approved Member
 
Join Date: Oct 2008
Posts: 508
Default

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.
Reply With Quote
  #10  
Old 05-30-2010, 11:04 AM
Trucidation
Guest
 
Posts: n/a
Default

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.
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 11:18 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.