![]() |
|
Star Wolves 3D space RPG with deep strategy and tactical elements |
![]() |
|
Thread Tools | Display Modes |
|
#1
|
|||
|
|||
![]()
Nanaki, if I understand correctly, GetRandomPortalIndexes is to set a destination portal for a convoy/fleet? So in a system with only 1 portal, the destination portal = start portal, right?
I think the problem is when the fleet spawns it also runs through the "are we at the destination portal yet?" check, so it despawns immediately. We need a way of telling the fleet to NOT check for destination until it's reached at least 1 waypoint. |
#2
|
|||
|
|||
![]()
The problem is that Triggers are the only way to have code remain with ships persistently... SW triggers are really limited in what they can do. The only decent solution I have come up with so far involves attaching a timer trigger to the despawn trigger, where it will only activate after 60-120 seconds. Now, if the spawned fleet hangs around the gate for longer than that for whatever reason (fighting, traffic, etc) then it will still bug out, but considering that is mostly rare for the most part, it will definatly reduce the issue to a minimum. Wont eliminate it entirely though, im afraid.
|
#3
|
|||
|
|||
![]()
So no flags to check whether they've moved at least 1 waypoint before triggering the despawn?
Oh well, a timer is fine too. The only issue I see is if the spawn is hostile; when the player portals in and fights them, they'll despawn in mid-battle when the timer is finished, right? |
#4
|
|||
|
|||
![]() Quote:
Quote:
|
#5
|
|||
|
|||
![]()
Is any way to incrase numbers of fighters in pirates patrol
i ask becouse fights are to easy even when i take hard difficult max what i saw was 5 fighters is any way to make 10 fighters patrols without complicated script modding? |
#6
|
|||
|
|||
![]()
Every sector has his own activate.script. You can find there lines like this:
NewPirateFlight("PiratesGroup_1", "pir01", Vector3(0, -10, 0), 1, 14, Vector3(3, 0, 1)); "14" stays for quantity and quality of fighters being spawned. It's further modified by difficulty level. You can choose value between 1 and 20. Without modifying tables you won't get more than 6 ships in a group. Inside RandomContacts.script you can find: local strength = ComputeRandomInvervalValue(power-4, power+3); change this line to: local strength = 20; and randomly spawned groups will always have max power. Last edited by Goblin Wizard; 05-19-2010 at 12:20 PM. |
#7
|
|||
|
|||
![]()
six is better than five but what file i have to lookin for to make this changes?
im quite dummy with scripting |
![]() |
|
|