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

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  #211  
Old 06-06-2010, 11:43 AM
StarShatter StarShatter is offline
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Well I'm probably not the best explainer of this, but I'll try.
In "FloodTradeStations.Script"

__All_rockets ={"DF","MM","SM3","SM4",
"SRM1","SRM2","SRM3","SRM4", "example1",
"LRM1","LRM2","LRM3","LRM4",
"T1","T2","T3","MIRV1","MIRV2","MIRV3","example2"};

add your missiles to the ends of these. Like the examples.
Then
In InitTradeSystem.Script

{0,0,0,0,0,0,0,0,0,0,0,0, -- SM,SRM,LRM rockets
0,0,0,0,0,0}, -- T,MIRV
You'll want to add entries as fallows.

{0,0,0,0,0,0,0,0,0,0,0,0,0, -- SM,SRM,LRM rockets
0,0,0,0,0,0,0}, -- T,MIRV

Then in every station, add those values (I THINK they have to be in that order) and change that number to the amount you want to appear in the shop. I added the values in the 9th spot, and the final spot, as this is where I put the missiles in "FloodTradeStations.Script". When i did this for Ships it was much easier (just threw them on at the end).
Example:
...local NShop_Triada =...

{10,7,3,0,12,6,2,0,4,6,3,0,0, -- SM,SRM,LRM rockets
3,1,0,2,0,0,1}, -- T,MIRV

4 and 1 are the maximum for showing up in the shop. And they will appear in the Triada shop. For the reference of what shops what, I think thats contained in the "FloodTradeStations.Script". Haven't had much time to look, been doing ship stuff. (also not 100% sure on this either)
Sorry if this is completely fail!

tiny note: just finished clean install, back-upping now, maybe tomorrow going to post the complete stuff on what ive done so far for the smilodon tl, and probably move on to dragon t

Last edited by StarShatter; 06-06-2010 at 11:48 AM.
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  #212  
Old 06-06-2010, 11:55 AM
Trucidation
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Thanks, that will help later.

Actually, my main problem is that Rockets.xml is a freaking mess. Missiles, definitions, and detonations are sometimes shared. So when I rename something it might break something else. Ugh. Untangling this mess is going to take a while.

Edit: By the way, my problem was that SRM1_M was missing in Rockets.xml. <-- No, it's in there. There's something else wrong.

Quote:
(20:21:40) (ERROR) ModuleManager::CreateGameObject('srm1'): FAILED to load properties from XML (XML reports: 'No error')
(20:21:40) (ERROR) ModuleManager::CreateObject('srm1') - game object not created!
(20:21:40) (ERROR) ModuleManager::CreateModule('srm1') - module not created
(20:21:40) (ERROR) Inventory::AddModuleWithName: cannot create module with name = 'srm1'
Edit:
LOL, there was a typo... I wrote rocket_slot instead of rocket_slots. That fixed it. Okay folks, nothing to see here, move along

Update:
Okay, the missile mod's up. Feel free to dismantle it and take a look around. I'll try to answer as best I can if you have any questions about modding missiles.

Last edited by Trucidation; 06-07-2010 at 06:59 AM.
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  #213  
Old 06-07-2010, 07:51 AM
StarShatter StarShatter is offline
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Here's the Smilodon TL as is. Still some minor modifications I'd like to do, but they can wait. It's just up-close texture stuff anyway. It's too dark and shiny to be a Templar?

Uploading it as a sort of DIY. Nothing official. Cause it's just a minor addition, you can just put follow the steps to add it to your game with whatever mods you're playing with.

Tried and ready for use.
Attached Files
File Type: zip Smilodon_Templar.zip (614.5 KB, 42 views)

Last edited by StarShatter; 06-07-2010 at 09:26 AM.
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  #214  
Old 06-07-2010, 08:32 AM
Trucidation
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Mmm, a graphics package and instructions how to edit the scripts included. Thanks, I learned something - because, as you know, I've been poking around different scripts and have no clue about ships or trade (still haven't gotten around to that, heh).
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  #215  
Old 06-07-2010, 09:16 AM
StarShatter StarShatter is offline
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Err ok, I have to fix up some files in it, it's gone back to missing the inventory textures! lol.
I'll get it fixed asap.

EDIT:
In Carcasses.xml
<flat_image>smilodonTS</flat_image>
Needs to become
<flat_image>smilodon_templar</flat_image>

Changed the Zip.

Edit again:
"I've been poking around different scripts"
Yeah I'm still mostly working from that Valky post and the help I've managed to get here. Haha.
What sucks is that I'm going to add in a new Dragon T now, so I might have to do this rush again.

Last edited by StarShatter; 06-07-2010 at 09:30 AM.
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  #216  
Old 06-07-2010, 09:39 AM
skrzacik skrzacik is offline
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hi

maybe someone can make a extra theard with downloadable content????

then we can find everything what u guys make for us simple people without lua knowledge
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  #217  
Old 06-07-2010, 09:53 AM
StarShatter StarShatter is offline
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Haha. It's not to hard to learn
But at the moment, many of the mods overwrite the same files.
So you'd only be able to simply use one mod at a time.

Perhaps notepad++ or notepad2 can auto text stuff into the files?

I'm mostly just adding semi-balanced (Since they're endgame ships, they're by nature very powerful, and expensive) Templar styled ships atm. So if anyone likes they can incorporate it to their mods.
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  #218  
Old 06-07-2010, 10:27 AM
Trucidation
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I don't have much LUA knowledge either (and that lolgoogletranslation of the Russian SW2 guide is hard to understand), I'm doing it like these guys are: editing the stuff which we think should do what it says it does, and then testing. And testing.

Missile stuff hardly overlaps anything so you should be able to throw my mod together with any other mod; the most likely collisions would be in Modules.xml if the other mod changes ship items (guns, systems, anything actually). m_modules.loc too but as those are descriptions it's no big deal (maybe confusion due to incorrect text). I'm still looking around PFX, there's some interesting stuff in those folders. Like if you want different coloured bullets, rail gun effects.
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  #219  
Old 06-07-2010, 10:46 AM
Goblin Wizard Goblin Wizard is offline
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You don't have to change any original "loc" file. Just create your own loc file and put it in ../LocData/English folder. Engine checks all these files when searching for linked text.
The same goes for script files but you have to place path to your own script file inside ../Data/Scripts/system.lst file.
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  #220  
Old 06-07-2010, 10:51 AM
StarShatter StarShatter is offline
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I tried playing with Create_flight_2 and ShipDescriptions to add in my ship to Templar fleets didn't work to well. Think I'll drop that idea for a while...

The ships just vanished from the groups haha, might have had to start a new game to get it to effect. Alternatively might have been because I was in easy mode.

Dragon texture is scary, it's brown and it's scary!

What do you think about making the blue lines and or silvery metal on the ships shinier? Or maybe just the cockpit screen?
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