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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 haven't looked too much into the mother ship codes and scripts, hasn't been to much of a point of interest for me.
But this mod does interest me a lot. Good job on it! I'm just wondering if you think its possible to add more than 1 Tractor beam. Especially on the larger mother ships or the ships that seem like real cargo ships. What about a system that adds a tractor beam? Sorry if this is just a pointless run around. I've mostly looked into shop/item/weapon/skill/anything mathematical. |
#2
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I'm guessing the tractor beam is a hardcoded item; but there was a post sometime back about changing the beam's "pull" speed. I think there was some concern if objects pulled too fast may be destroyed if they hit an obstacle?
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#3
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Topic about tractor beam
In the AI.ini you can change 2 stats of tractor beam: absorption speed and range. You can add more tractor beams in the IMD file (model of certain ship) via e.g. IMDEditor. |
#4
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Bah! Don't remember what this message was supposed to be, tried to write it like 30 minutes ago. Wireless failing is horrible.
Something like: Thanks for the info. I'll try the edit thing. Yes, I've read that thread. Was looking for it, but not about the tractor beams. More so the 'cargo' stuff. I find the best way to blow up Armouries and Warehouses is to force fire a missile onto one of your own pilots (cheap ship or one that drops). This way you can align the AoE much better and you don't need debris. |
#5
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hmm I've downloaded this mod to get SW2 fighters, btw great job, but I am unable to dock fighters to Ramadanta.. they are trying to dock from the roof side, not from the bottom (or at least Scolm does that). Dunno if would be enough to change those HangarIn and HangarOut in IMD editor or something worse is bugging there..
it kinda hurts to see your best pilot to crash into mothership in full speed.. |
#6
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I'll check this tomorrow. Thanks for info.
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