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-   -   Modding SW3? (http://forum.fulqrumpublishing.com/showthread.php?t=13859)

Ashar 03-24-2010 09:07 AM

if the logo is a bit off, either mess aroudn with it in jpeg yourself, or i'll try again, at the mo im jsut using the lion_cruiser_grey texture, that looks pretty good to be honest anyway

Is there anyway to change the name of the ship, i treid altering the descriptions of the lion in the m_carcasses.loc file, but even after starting a brand new game, it didnt take affect

BTW, where did you find some GKTurret, ive never seen any high caliber turrets, just wondered where you found some, and what they are called

Nanaki 03-25-2010 12:29 AM

Lately I have been diving headfirst into scripts. Everything that is running in the background is stored in the 'include' folder. You can actually add and remove files from the include folder, as long as you enter (and remove) the accompanying files from the system.lst file (which has a list of all files loaded into the game).

I learned a bit about random scripts, and now I know how to make and remove randoms. I have been thinking of tryng to port parts of RealMod into Starwolves 3, specifically, the Fleet spawns, but trying to decypher it and impliment it is too difficult for me to handle at the moment (especially since its all in Russian and German, and I do not understand either language). So far, I am thinking of trying to simply adding more random spawns, including capital ships, as well as adding more opposing faction spawns so that we can see more factional conflict.

But my first project involves trying to fix MSF/NESF spawns. In the Specials.scripts file, is the code for all the minion spawns of the game, MSF, NESF, Berserk, and Precursor (Summon NESF, Summon MSF, Summon Berserks, Summon Precursors). The Precursor and Berserk minion scripts work fine, however, the MSF and NESF share the same variables, which means that if you use MSF spawns, than try to use NESF spawns, the NESF will not spawn because the MSF script already took the variables.

I figured the simplest way was to simply give the NESF script variables on its own (changing init_team to init_team3 and local_num to local_num3). This is used in both the Berserk and Precursor scripts, but now the NESF spawn script is completely broken, and I am not quite sure what I did wrong.

Quote:

BTW, where did you find some GKTurret, ive never seen any high caliber turrets, just wondered where you found some, and what they are called
You can only find them on Platforms in-game, specifically, the platforms located in Hephastus (though they might be found in other platforms found in the game...)

They were never meant to be mountable on mobile ships of any kind, and never meant to be purchased by the player thus you wont find them in shops, and even if you add them I imagine they wont have the proper pictures, descriptions, or anything like that. Hell, you cannot even add slots to the GUI to mount them on your mothership. This is why you have to mount them in shipdescription, because there is no other way to mount them.

Quote:

Is there anyway to change the name of the ship, i treid altering the descriptions of the lion in the m_carcasses.loc file, but even after starting a brand new game, it didnt take affect
You probably edited the wrong lion. There are like 5-6 lion entries, and only 2 are actually used by the player.

Ashar 03-25-2010 08:38 AM

about the name changing, i thought i may have gotten the wrong name, but i check the ship in carcasses against the m_carcasses.loc file and they are both the same. The lion ingame mentions something about viper in its description, so i know to look for that in the file. maybe theres another file besides m_carcasses.loc that i need to change. At the mo, ive changed it as follows

#M_Name_Mothership_Lion = Archangel
#M_Hint_Mothership_Lion = Dreadnought|Archangel
#M_SDesc_Mothership_Lion = Dreadnought Archangel
#M_LDesc_Mothership_Lion = Desperate wars require desperate measures, and the development of the Archangel class dreadnought was no exception. It became clear that the Empire had no answer to the Berserker threat. Taking deep scans of Alien vessels, engineers tried to duplicate the designs that gave them their durability and strength. The experiments were less than sucessful. Finally, as losses were threatening to push our forces back into our home systems, engineers were able to produce a hybrid design that had the durability and power of an Alien Cruiser and was still manageable with Human crew and technology. The Archangel combines the firepower of 4 Heavy Cannons and 8 Turrets, with an advanced science bay supporting up to 8 Systems.

BTW, how do you take screenshots in this game, ive tried prinscreen, but when pasting in paint, the screen is just white in a starwolves window

Nanaki 03-25-2010 12:22 PM

Modifying that should have worked...

Note that it wont change until you load a save before the ship is spawned: IE, before Viper shows up with it.

Ashar 03-25-2010 12:45 PM

i altered the tug "HM_Queen_pl" to become the lion, and eveything else worked, but it still had the name and description of the lion mk2 and about being a prototype of vipers, even though there was no longer any mention of it in the loc file, plus i started a new game to get the ship, not sure what ive missed

Nanaki 03-25-2010 01:09 PM

Perhaps the best solution is to simply add a new line to m_carcasses.loc rather than modify an existing line, that is what I did for the Liger, at least.

PS: Got my script to work! My original script was 100% correct, I just had to zone to a different sector in order for it to work properly in-game (was loading a save to test).

I am going to mess with the Specials.script a bit more, hopefully learning a bit more about the createflights script.

Goblin Wizard 03-25-2010 02:51 PM

Quote:

Originally Posted by Nanaki
You can only find them on Platforms in-game, specifically, the platforms located in Hephastus (though they might be found in other platforms found in the game...)

They were never meant to be mountable on mobile ships of any kind, and never meant to be purchased by the player thus you wont find them in shops, and even if you add them I imagine they wont have the proper pictures, descriptions, or anything like that. Hell, you cannot even add slots to the GUI to mount them on your mothership. This is why you have to mount them in shipdescription, because there is no other way to mount them.

You can add GKTurrets to shops, GUI, can give them proper names etc. I've made fully manageable mothership with 2 GKGuns, 2 GKTurrets, 5 Turrets and 5 Systems (look at my Star Hammer on the previous page). This is hardcoded limit for guns. I didn't try more systems but I think it's possible to add more. GKTurrets and GKGuns have the same icons. They've never meant to be manageable so they have no descriptions but you can add your own.
GUI can handle up to 24 slots.

Quote:

Originally Posted by Nanaki (Post 151442)
PS: Got my script to work! My original script was 100% correct, I just had to zone to a different sector in order for it to work properly in-game (was loading a save to test).

I am going to mess with the Specials.script a bit more, hopefully learning a bit more about the createflights script.

YES! This is I was looking for. I've tried making spawning script but failed. Please, give us some more details.

BTW I've made a script that makes all motherships, rare fighters and equipment (generally everything) buyable. Now I'm tweaking it a bit. You can easily buy and fly even Emperor's Battleship :grin:

Nanaki 03-25-2010 03:31 PM

Quote:

You can add GKTurrets to shops, GUI, can give them proper names etc. I've made fully manageable mothership with 2 GKGuns, 2 GKTurrets, 5 Turrets and 5 Systems (look at my Star Hammer on the previous page). This is hardcoded limit for guns. I didn't try more systems but I think it's possible to add more. GKTurrets and GKGuns have the same icons. They've never meant to be manageable so they have no descriptions but you can add your own.
GUI can handle up to 24 slots.
GUI can probably handle more than 24, but than it looks just plain ugly (and there might be other issues too). 20 is the maximum it can handle while still looking okay (if a bit cramped).

There is no hard-coded limit for guns, though, as long as the IMD file is configured properly. My Liger Cruiser has 2 GKTurrets, 4 GKGuns, 8 Turrets, 8 Systems.

Quote:

YES! This is I was looking for. I've tried making spawning script but failed. Please, give us some more details.

BTW I've made a script that makes all motherships, rare fighters and equipment (generally everything) buyable. Now I'm tweaking it a bit. You can easily buy and fly even Emperor's Battleship
You can make motherships buyable? I always thought that the game would break if you were able to buy and sell motherships. You should share some details on that.

The question is how do you want your fighters to spawn? Through a Perk? Through a random event? Right now I am working on the perk spawns. From what I gathered, there are four spawn seperate spawn scripts that all work seperately. It might be possible to add additional spawn script functions (that will be my next project), but I have not attempted to do so.

So far, what I have done is modify the script so that MSF and NESF spawns can be used at once (previously, using one disables use of the other), which was more of a bugfix than a modification of any kind. I just recently added a level to all of the spawns (level 4 MSF spawn, level 4 NESF spawn, level 5 Berserk spawn, oddly enough there was already an unused level 4 Precursor spawn too...), which was successful as well. My third project with Specials.script is to add a completely new spawn script, which I have only just started.

I will let you know how my attempt to add a completely new spawn script goes. Afterwards, I might try modifying location scripts and the create_flight script.

Nanaki 03-25-2010 03:40 PM

This is what I got... not sure why its not working for you...

<short_name>#M_Name_Mothership_Liger</short_name>
<hint>#M_Hint_Mothership_Liger</hint>
<short_desc>#M_SDesc_Mothership_Liger</short_desc>
<long_desc>#M_LDesc_Mothership_Liger</long_desc>

#M_Name_Mothership_Liger = Liger
#M_Hint_Mothership_Liger = Dreadnought|Liger
#M_SDesc_Mothership_Liger = Dreadnought Liger
#M_LDesc_Mothership_Liger = While the Lion MK3 was in development, the Old Empire decided to push the shrinking Lion as a Stone Arrow replacement while developing a heavier version of the current Lion MK2 to replace the aging Stalingrad Battleship. The end result was the Liger Dreadnought, while it has the outward visual appearance of a Lion Cruiser, it is slower, heavier and far more heavily armored and armed. The Liger possesses the latest in drive and reactor technologies, allowing it to achieve much higher maximum speeds than was possible with the Stalingrad. It was also given a massive firepower improvement with the addition of four turrets and four heavy guns, allowing it to surpass any capital ship in direct combat. Two of these heavy guns were designed to be on turreted platforms bolted to the side of the ship. Unfortunately, the large amount of high-quality material and experimental components required to construct even one vessel was staggering, and as a result the Old Empire decided not to incorporate the Liger into the fleet. Most of the resources and funds originally allocated towards the Liger project would eventually find their way to New Restoration. The prototype itself, still missing its turrets, main guns, and many of its systems, was placed into mothball.

Goblin Wizard 03-25-2010 05:14 PM

Quote:

Originally Posted by Nanaki (Post 151460)
There is no hard-coded limit for guns, though, as long as the IMD file is configured properly. My Liger Cruiser has 2 GKTurrets, 4 GKGuns, 8 Turrets, 8 Systems.

I was talking about fully manageable ship (all weapons and systems changeable through the trade station menu). Your Cruiser has all of these but only in "imd" file. I can't see GKTurrets in GUI and only 2 GKGuns and 5 Turrets slots work. This is the limit I metioned. If you want to add GKTurret to the GUI you should place slot like below in the "ini" file:

[slot14]
type=TurretGK
refpoint=Left_Side
image_coord=420 260
text_coord=500 240
text_aligment=RIGHT

This is one of the guns I've fitted into my Star Hammer.
Turrets that can be fitted into this slot have the first letter "T" so if "LGK3" stays for Musket, "TLGK3" stays for turret version of Musket.

Quote:

You can make motherships buyable? I always thought that the game would break if you were able to buy and sell motherships. You should share some details on that.
The first I've got the idea was when after rescuing Ternie I saw my Astarte changed into another mothership (I don't remember exactly which cuz I've moded that quest so many times ;)). After a little research I've ended with these:

function New_Mothership_Rhino()
NewFlight("myGroup_1", "nm", "Mothership_corporate_pl1", "BasePilot", mothership:GetPosition() + Vector3(0, 0, -70), Vector3(0, 0, 1));
mothership_old = mothership;
mothership = SetPlayerMotherShip(ship_nm_1);
end;

This is core function that change your actual mothership into (in this case) Rhino and is placed in "DockStation.script". Why there? Because all shopping work through the Maintenance Station menu. You buy things like you buy AI pilots for mothership (kind of). Maintenance Stations are generally a little quests so functions that work with quests work with them too.
There are much more changes to get whole thing working. I'm planning to release beta version of my mod this weekend so you will see all modifications.

Quote:

The question is how do you want your fighters to spawn? Through a Perk? Through a random event?
I'd like to add a spawn of enemy ships like in Rescue Ternie quest. When you flying to the gate Greys show up from nowhere and attacks you immediately. This what I'd like to get.


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