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Star Wolves 3D space RPG with deep strategy and tactical elements |
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#11
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I dunno if new items/ships only be available if you start a new game, but also had slightly difficulties adding some stuff into a running game
![]() My slightly tweaked Butcher Mk. II corvette ![]() edit your Carcasses.xml (i took the "Butcher_pl0" , these are usualy used only by player!) Bold stuff is very important ! otherwise it won't work (you can buy it but you can't use it) Other things are bit tweaked down...i think having a 5000 armor ship for the player 'd be too easy. slightly more speed and ~25 more maneuver / less shields & armor / sound from corvette added, should be in the file too (oh used different descriptions, so it won't work. it's only some example for whose who want to know^^) Quote:
Modules.xml -> either manually or with a serious editor, as you don't WANT to replace all of the lines 'cause it will mess with all modules. edit: <TurretModule...> <attach_type>ONLY_BIGSHIP</attach_type> <- change in <attach_type>ALL_SHIPS</attach_type> </TurretModule> Now that you have your corvette capable of using all turrets, you sure want to buy it ![]() "...\Star Wolves 3 - Civil War\Data\Scripts\include\FloodTradeStations.script " __All_ships ={......,"Trident_mk2_black_pl0","Butcher_pl0"}; the line is very important for the shop script where you can buy and so on! (in my case it would be at the end of line 5) "...\Star Wolves 3 - Civil War\Data\Scripts\InitTradeSystem.script" now add exactly at the position where your ship/module or whatever is another entry in _every_ local NShop* in my case local NShop_SI_sst = { .... 2,0,0,0,0,0,2}}; -- 5 level ships I only made them available @MSF blackmarket shops. In every other shop it looks like: 0,0,0,0,0,0,0}}; -- 5 level ships Hmm that's it. If you start a new (!) game you should be able to buy a Butcher Mk.II ![]() Basically you could add stuff from SW2 doing this way...most of the meshes and so on are still there. Last edited by valky; 03-15-2010 at 03:35 PM. |
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