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Star Wolves 3D space RPG with deep strategy and tactical elements

 
 
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Old 08-03-2010, 01:18 PM
Goblin Wizard Goblin Wizard is offline
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Join Date: Oct 2008
Posts: 508
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Quote:
Originally Posted by Aleksandar View Post
1. Can new specializations be put in the game?
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 View Post
2. Where do I mix and match skill-trees in order to make new ones?
..\Data\Scripts\include\PilotProperties.script
all needed graphic tweaks go here:
..\Data\TEXTURE\Interface\Pilot\PerkTree

Quote:
Originally Posted by Aleksandar View Post
3. Where are the starting specializations defined?
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.
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