Thread: Modding SW3?
View Single Post
  #160  
Old 06-02-2010, 05:23 AM
Goblin Wizard Goblin Wizard is offline
Approved Member
 
Join Date: Oct 2008
Posts: 508
Default

Quote:
Originally Posted by Trucidation View Post
Probably will make pilot not-dead when he returns to team?
How it works - When pilot leaves you his stats are saved and he is killed. When he returns new pilot is created and saved stats are loaded into new pilot.

Quote:
Originally Posted by Trucidation View Post
Hmm, does this mean wider angle = can fire to the side if angle is wide enough?
Exactly!

Quote:
Originally Posted by Trucidation View Post
Edit:
\Data\Game\ShipDescriptions.xml
This appears to list what ships carry what items. So ships can't have randomized equipment?
It's possible but game uses few diffrent setups and pilots.

Quote:
Originally Posted by Trucidation View Post
Aww. Also, how do we tell which ships are available in what game difficulty (easy, normal, hard)?
"if (GetLevelDifficult()==EASY) then..." function like this checks difficulty level. Look into Create_flight_2.script.

Quote:
Originally Posted by Trucidation View Post
I was thinking of revamping the long range missiles - they suffer from the ship not equipping radar so their range is crippled (e.g. LRM2 range = 450, but most ships' sensor default = 135).
As you know missiles have even @600 clicks range. It's far beyond best radar scan range. For those you should use a scout. If scout is equipped with good radar and/or cloaking device you can snipe out whole fleets (e.g. with torpedoes).
Reply With Quote