Quote:
Originally Posted by Aleksandar
1. Can new specializations be put in the game?
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I didn't try so I don't know. You can change existing ones without problems. Choosing specialization works like choosing between 4 different pilots with the same face pic.
Quote:
Originally Posted by Aleksandar
2. Where do I mix and match skill-trees in order to make new ones?
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..\Data\Scripts\include\PilotProperties.script
all needed graphic tweaks go here:
..\Data\TEXTURE\Interface\Pilot\PerkTree
Quote:
Originally Posted by Aleksandar
3. Where are the starting specializations defined?
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The same place as other pilots:
..\Data\Scripts\include\PilotProperties.script
Look for "properties_Hero_gun", ..Hero_pil, etc.
It's not totally true that you can't add new perks. It's just very limited. Check here:
..\Data\Scripts\AI\perkDispatcher.script
It's a list of functions connected with certain perks. Inside these functions you can add your ifs involve any perk. For example - some time ago I've created Master Mind perk and added it to the ModifyGainedExperience function:
Code:
if pilot:HavePerk("Master_Mind")
then
amplifier = amplifier + 1
end;
This perk simply doubles experience a pilot gains. This way you can add unlimited number of perks.
So.. you are limited to the existing, hardcoded abilities but you can mix them in your own perks.