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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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Thread Tools | Display Modes |
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#1
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Heres the properties of Corsair from SW1
Code:
function GetPropertyCost_Corsair(property)
local properties =
{
Piloting_1 = 2,
Piloting_2 = 25,
Piloting_3 = 50,
Tactics = 200,
Gunnery_1 = 2,
Gunnery_2 = 25,
Gunnery_3 = 50,
Fearless = 75,
Lone_Wolf = 150,
Criticals_1 = 100,
Hard_to_Kill = 200,
Elite = 250,
Missiles_Rockets = 1,
Missiles_2 = 5,
Missiles_3 = 25,
Missiles_4 = 50,
Missiles_5 = 100,
Rockets_1 = 20,
Rockets_2 = 40,
missile_salvo_1 = 25,
missile_salvo_2 = 50,
missile_salvo_3 = 100,
missile_salvo_4 = 150,
Black_Market = 5,
weak_spot_1 = 50,
weak_spot_2 = 100,
weak_spot_3 = 200,
Systems_1 = 5,
Systems_2 = 35,
Countermeasures = 50,
Countermeasures_Exp = 100,
Missile_Range = 75
}
return properties[property];
end;
Code:
function CanAddProperty_Corsair(pilot, property)
if (property == "Piloting_1")
then
return 1;
end;
if (property == "Piloting_2")
then
if (pilot:HasProperty("Piloting_1"))
then
return 1;
end;
return 0;
end;
if (property == "Piloting_3")
then
if (pilot:HasProperty("Piloting_2"))
then
return 1;
end;
return 0;
end;
if (property == "Tactics")
then
if (pilot:HasProperty("Piloting_3"))
then
return 1;
end;
return 0;
end;
if (property == "Gunnery_1")
then
return 1;
end;
if (property == "Gunnery_2")
then
if (pilot:HasProperty("Gunnery_1"))
then
return 1;
end;
return 0;
end;
if (property == "Gunnery_3")
then
if (pilot:HasProperty("Gunnery_2"))
then
return 1;
end;
return 0;
end;
if (property == "Fearless")
then
if (pilot:HasProperty("Piloting_2"))
then
return 1;
end;
return 0;
end;
if (property == "Lone_Wolf")
then
if (pilot:HasProperty("Piloting_3"))
then
return 1;
end;
return 0;
end;
if (property == "Criticals_1")
then
if (pilot:HasProperty("Gunnery_3"))
then
return 1;
end;
return 0;
end;
if (property == "Hard_to_Kill")
then
if (pilot:HasProperty("Fearless"))
then
return 1;
end;
return 0;
end;
if (property == "Elite")
then
if (pilot:HasProperty("Lone_Wolf") and pilot:HasProperty("Missiles_4"))
then
return 1;
end;
return 0;
end;
if (property == "Missiles_Rockets")
then
return 1;
end;
if (property == "Missiles_2")
then
if (pilot:HasProperty("Missiles_Rockets"))
then
return 1;
end;
return 0;
end;
if (property == "Missiles_3")
then
if (pilot:HasProperty("Missiles_2"))
then
return 1;
end;
return 0;
end;
if (property == "Missiles_4")
then
if (pilot:HasProperty("Missiles_3"))
then
return 1;
end;
return 0;
end;
if (property == "Missiles_5")
then
if (pilot:HasProperty("Missiles_4"))
then
return 1;
end;
return 0;
end;
if (property == "Rockets_1")
then
if (pilot:HasProperty("Missiles_Rockets"))
then
return 1;
end;
return 0;
end;
if (property == "Rockets_2")
then
if (pilot:HasProperty("Rockets_1"))
then
return 1;
end;
return 0;
end;
if (property == "missile_salvo_1")
then
if (pilot:HasProperty("Missiles_Rockets"))
then
return 1;
end;
return 0;
end;
if (property == "missile_salvo_2")
then
if (pilot:HasProperty("missile_salvo_1"))
then
return 1;
end;
return 0;
end;
if (property == "missile_salvo_3")
then
if (pilot:HasProperty("missile_salvo_2"))
then
return 1;
end;
return 0;
end;
if (property == "missile_salvo_4")
then
if (pilot:HasProperty("missile_salvo_3"))
then
return 1;
end;
return 0;
end;
if (property == "Black_Market")
then
return 1;
end;
if (property == "weak_spot_1")
then
if (pilot:HasProperty("missile_salvo_1"))
then
return 1;
end;
return 0;
end;
if (property == "weak_spot_2")
then
if (pilot:HasProperty("weak_spot_1"))
then
return 1;
end;
return 0;
end;
if (property == "weak_spot_3")
then
if (pilot:HasProperty("weak_spot_2") and pilot:HasProperty("missile_salvo_4") and pilot:HasProperty("Countermeasures_Exp"))
then
return 1;
end;
return 0;
end;
if (property == "Systems_1")
then
return 1;
end;
if (property == "Systems_2")
then
if (pilot:HasProperty("Systems_1"))
then
return 1;
end;
return 0;
end;
if (property == "Countermeasures")
then
if (pilot:HasProperty("Systems_2"))
then
return 1;
end;
return 0;
end;
if (property == "Countermeasures_Exp")
then
if (pilot:HasProperty("Countermeasures"))
then
return 1;
end;
return 0;
end;
if (property == "Missile_Range")
then
if (pilot:HasProperty("Countermeasures"))
then
return 1;
end;
return 0;
end;
return 0
end;
__________________
Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
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#2
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Thank you, again.
Im think... maybe you give old character (Phantom, Corsair etc.) to your mod? e.g you setting this character to buy in Mystical Station hidden on map |
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#3
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Can possible is to convert bigship eg. <BigShip name="Alien_Frigate_0"> to normal ship, and shoot with turrets?
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#4
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Just make an copy of it in carcasses.xml and change BigShip to Interceptor. thats it, but since there are small adjustings that are needed for it to work properly, heres an working converted Alien Frigate:
Code:
<Interceptor name="Alien_Frigate_0"> <short_name>#M_Name_Alien_Frigate</short_name> <hint>#M_Hint_Alien_Frigate</hint> <short_desc/> <long_desc>#M_LDesc_Alien_Frigate</long_desc> <mesh_name>a_frigate</mesh_name> <flat_image>alien_frigate</flat_image> <hit_points>8000</hit_points> <mass>30000</mass> <disable_trade>false</disable_trade> <cost>10000</cost> <technology/> <EPR>10</EPR> <explosion_script>Big Ship</explosion_script> <work_sound/> <silence/> <max_energy>4000</max_energy> <energy_restore>1</energy_restore> <max_speed>5</max_speed> <maneurability>1</maneurability> <steering_power>3800</steering_power> <sensor_resolution>0.35</sensor_resolution> <sensor_length>160</sensor_length> <threat>20</threat> <mapping_name>a_frigate_shop</mapping_name> <HolderProperties> <big_guns>0</big_guns> <small_guns>0</small_guns> <rockets>0</rockets> <systems>5</systems> <turrets>4</turrets> <gk_guns>0</gk_guns> <gk_turrets>0</gk_turrets> </HolderProperties> <engine_sound>Engine-Bigship.wav</engine_sound> <engine_start_sound/> <destroyed_mesh_name/> <level>1</level> </Interceptor>
__________________
Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
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#5
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Thanks you, its work. But this ship have error, you can't wear any turrets. How can repair this error? When is write that <Interceptor name= can use only BigGuns, Systems, Missile, and SmallGuns?
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#6
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I think thats because all turrets in the game, meaning "TurretModule" have this parameter inside their xml: <attach_type>ONLY_BIGSHIP</attach_type>
You (should) change all turrets with "ONLY_BIGSHIP" to "ALL_SHIPS" then its gonna work, or you create special turrets with this config.
__________________
Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
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#7
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Thanks you, You are the best
It works, Im can fly Alien_Frigate_0 and shoot with turrets. How change maximum amount of pilots in group of mercenaries? In file Recruits.xml Im change lines to: <count_min>24</count_min> <count_max>24</count_max> If Im change value to <count_min>25</count_min> <count_max>25</count_max> Mercenary group to buy is hide - no display in screen. (Error?) How change maximum value with 24 on higher with working mercenaries to buy. Last edited by ArtekXDPL; 04-12-2016 at 03:39 PM. |
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