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Star Wolves 3D space RPG with deep strategy and tactical elements |
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So I got the fleets mod to work as such.
![]() In the locations activate.script So in Create_flight_2.script I am suggesting something like this. local f_name = currentContact[1]; --S_name = {"VKS_FLEET","VKS_FLIGHT","VKS_CONVOY", --"VKS_PRISON" -- "KFNI_FLEET","KFNI_FLIGHT","KFNI_CONVOY", --"KFNI_PRISON" -- "PIRATE_FLEET","PIRATE_FLIGHT","PIRATE_CONVOY" , --"PIRATE_PRISON" -- "PATROL_FLEET","PATROL_FLIGHT","PATROL_CONVOY" , --"PATROL_PRISON" -- "USS_FLEET","USS_FLIGHT","USS_CONVOY", --"USS_PRISON" -- "TRIADA_FLEET","TRIADA_FLIGHT","TRIADA_CONVOY" , --"TRIADA_PRISON" -- "INOCO_FLEET","INOCO_FLIGHT","INOCO_CONVOY", --"INOCO_PRISON" -- "REC_FLEET","REC_FLIGHT","REC_CONVOY", --"REC_PRISON" -- "PREC_FLEET","PREC_FLIGHT","PREC_CONVOY", --"PREC_PRISON" -- "ALIEN_FLEET","ALIEN_FLIGHT","ALIEN_CONVOY", --"ALIEN_PRISON" -- "BER_FLEET","BER_FLIGHT","BER_CONVOY", --"BER_PRISON" -- "TRADER_FLIGHT","STAR_WOLF","RADAM"}; --function _Random_Incursion() -- local x = getn(S_name); -- Rnd_speak=RAND(x)+1; --end; -- local f_name = _Random_Incursion(); AFK... |
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