Thread: Modding SW3?
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  #11  
Old 06-03-2010, 04:40 PM
Trucidation
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I'll leave the ship modding to you guys

@Goblin Wizard:
I read that Aleksty at StarRover forum mentioned MultiRocket so I'd like to help tackle that. However, inside \Data\XMLSchema\ folder, Rockets.xsd does not include MultiRocket in the xs:choice list. There is a definition for it in AllModules.xsd though, on line 246. I wonder if we can simply add an xs:element line for it into Rockets.xsd.

As always, \Data\Game\Modules.xml contains one entry on line 4862: MultiRocket name="MRT". (I love this file, I'm glad the devs didn't clean it up ). It's pretty much the same as other rocket entries except for the addition of a rocket_slots tag. Most likely this determines how many rockets defined in the RocketParams section are produced per launch. Actually this is what I was aiming for, instead of the workaround using MIRVs (separate launch from start, unlike MIRVs which launch single then separate later). This may produce more individual missile behaviour because the MIRV warheads mostly cluster together (as you can see from my "fireworks" screenshot).

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As to Aleksty's suggestion, if adding it to the schema works then I have a strong feeling that simply assigning a MIRV type to rocket_name in the rocket_params section should make this a multiple-MIRV launcher, each of which in turn will spread into multiple warheads.

I'll test this out as soon as I can, it's nearly 1:30am here lol.

Edit:
Haha, I found a lovely picture for a pilot. It was inevitable, really - ever since I played the original Star Wolves I just knew the scouter-wearing Nappa would have to make an appearance.

Enjoy xD
Attached Images
File Type: jpg dbz--nappa_scouter.jpg (132.6 KB, 20 views)

Last edited by Trucidation; 06-03-2010 at 05:09 PM.
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