![]() |
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 |
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:
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:
|
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 |
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. |
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
|
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. |
Quote:
GUI can handle up to 24 slots. Quote:
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: |
Quote:
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:
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. |
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. |
Quote:
[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:
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:
|
All times are GMT. The time now is 12:32 AM. |
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.