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Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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in which file? and what does position mean? is it only triggered by position? |
#2
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#3
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the same as what?
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position is the source of the sound e.g.: Quote:
![]() if you want to add this to trade station dialog you can search dockstation.script for function: "__TradeStationDock_Ok". This function is executed when you click "V" when asked for docking. Function should look like this: Quote:
for "X" there is function: Quote:
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#4
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thanks anyway ![]() |
#5
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Edit: Just realised entries in Rockets.xml have <work_sound> tags. This is a bit odd, as the explosion sound is in the explosion script (need to read through the whole chain of files, it's in the last one iirc) -- so I'm not sure what the work_sound tag is for. Then I saw that Carcasses.xml also uses work_sound tags for some ships' engine sounds. So I'm guessing those tags missiles use is for when the missiles are in flight. - Guys, do you know the difference between text that activates the conversation screen (press "L") and text that just appears on top of the screen? It's not easy to explain, I'll show pictures. Screenshot #1 shows conversation screen dialog - I believe the game is paused at this time. Screenshot #2 shows "chatter" - it stays on top of the screen for a few seconds before disappearing, it doesn't take any input from the player, and it doesn't make the conversation screen pop down. I was wondering whether it's possible to attach triggers to a flight so that, when you come within range, some "chatter" text will display. (Not worrying about sound yet, just trying to see if making chatter appear is possible.) If making chatter text is possible then I volunteer to find enough text to put in. Heck, if we can find out the relationship / disposition of that flight's faction to the player we can vary the kind of chatter as well (friend greetings, neutral greetings, tell to get lost, etc). Last edited by Trucidation; 06-10-2010 at 04:29 AM. |
#6
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function pilot:Message("#string_name") just displays text window with pilot face on the left. Quote:
To get it works, you need to redone all flights creation scripts. Every newly created flight (id) has to be added to the dynamic table. Instead of one object the trigger will check the whole table. It's a lot of work. You will have to change every loacation script and all quests. |
#7
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Oh, only wanted them to "chatter" to player, not to each other -- that would be nice but too much work. Hmm, ID... for the player that would be the mothership right? That's how quests seem to trigger - if you fly to the target area with a fighter nothing happens.
Little things like traders greeting you, pirates telling you to stay out of their way, mercenaries bragging how much they made in the last job, the MSF warning you not to idle around busy flight lanes. If cannot detect relationship (friendly/neutral/etc) is ok, simply stick to using neutral greetings. |
#8
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If you only want other ships say something to you (mothership) it's easy. You attach trigger to certain flight which activates when near mothership. My explanation was about situation when you want to attach trigger to mothership which activates when near other ship. This is much harder. |
#9
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#10
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Yes, exactly. I just want other ships to say something when the mothership comes within range. Can this text be chosen randomly from a list? I haven't really looked at this part of scripts.
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