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Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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Freedom Killer? Star Wolves - Civil War...
In:
star wolves 3 civil war\Data\Scripts\include outofmission.script function __crash_FEnd() if (mothership:IsAlive()) then mothership:Blow(); end; end; Would this likely be the Fragment that destroys your Mothership? I cannot survive this. where as: function __crash_Freedom() CrashPirateTeam = CreateTeam("Pirates"); crash_pirate_group = CrashPirateTeam:CreateGroup("crash_pirate_group"); local pos = mothership:GetPosition(); local orn = mothership:GetVectorOrientation(); local glow_orn = mothership:GetVectorOrientation(); orn.x = orn.x * 40; orn.y = orn.y * 40 + 10; orn.z = orn.z * 40; glow_orn.x = -glow_orn.x; glow_orn.y = -glow_orn.y; glow_orn.z = -glow_orn.z; NewPirateFlight("crash_pirate_group", "crg1", pos+orn, 1, 20, glow_orn); flight_crg1:Attack(mothership); Timer_Seq(5, __crash_FEnd); end; I could survive. In: __crash_FEnd the Line: mothership:Blow(); Leads me to believe this is the reason for the lack of freedoms in the Star wolves universe. Suggested: function __crash_FEnd() if (mothership:IsAlive()) then SubPlayerCredits(1000); end; end; Looks like it would take 1000 of your finances. to move between systems when you would be out of mission? Thoughts? |
#2
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The change of code works perfectly.
You only get charged once. Kruger was not hostile so I couldn't grind it. If the pirates that kill you off turn up when you are in Kruger, pirates do get hostile. All pirates turn against you. I used god mode to take the tug all over the place and get lots of cash from Zebos warehouse trading. Tug is renowned for ramming for attacks. Ramming a stone arrow didn't work as the stone arrow would have taken longer then I was willing to wait to go boom. I wanted to disable this so that traders with tug could live the dream of trading their way through the mothership mod. I am thinking of changing the 1000 fine and hostile pirates to a Piracy agreement, where you pay a fee to join a piracy guild. Just like the donation systems for pirates that pop up through the game with a dialog box. Some how changing the hostile pirates into an escort which like the Mercs asks for a escort fee every system. So the initial pirate contact would be an escort after agreement. Further expansion would then be to turn the money asking pirates into escorts that ask for a donation to provide you with an escort in the system, instead of disappearing if you pay them. So giving the random pirate events some benefit other then just no and killing them off. Of course your escorts would get killed off fast. But the cost of the escort would be made relative to the amount of parts that would be left over after they were killed. So bitz by them and their enemies leave. Just thoughts. I went back and did the mission to get the Heavy Trader, later on and got the hostile 6 Pirates again with another 1000 fee, but with the heavy trader I had guns and could take care of them. So now I am cruising around in a heavy trader with two Asmodeus turrets and 4 Icebergs. Nothing like a Liger, but Fun. Zebos Trading still. Just wishing I know how to fix the Fronn to Zebos Portal to be able to sneak into Zebos and with Mercs, do a snatch and grab on the warehouse. 3 Kalis and a Tungsten should allow me to do it with Mercs. Legit. I can pay off any corp that doesn't like me. BE safe. |
#3
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Updated: outofmission.script
function __crash_Freedom()
CrashPirateTeam = CreateTeam("Pirates"); crash_pirate_group = CrashPirateTeam:CreateGroup("crash_pirate_group"); local pos = mothership:GetPosition(); local orn = mothership:GetVectorOrientation(); local glow_orn = mothership:GetVectorOrientation(); orn.x = orn.x * 40; orn.y = orn.y * 40 + 10; orn.z = orn.z * 40; glow_orn.x = -glow_orn.x; glow_orn.y = -glow_orn.y; glow_orn.z = -glow_orn.z; NewPirateFlight("crash_pirate_group", "crg1", pos+orn, 1, 20, glow_orn); flight_crg1:Escort(mothership); Timer_Seq(5, __crash_FEnd); end; function __crash_FEnd() if (mothership:IsAlive()) then SubPlayerCredits(1000); end; end; Code example and the html will not display it properly, So DO NOT try and copy and paste. flight_crg1:Attack(mothership); -Changed into: flight_crg1:Escort(mothership); Earned myself 280K+ Tactically moving around Shula so the 5 Gunslingers and 1 Trident could take out the MSF a squadron at a time. Pirate escort also attacks the Free Traders and their escorts. More goodies. No negative side effect to you. Nice addition when you want to free roam and get some starting cash. I possibly could of used the Pirate escort better to clear Shula, but I only wanted to see how they would go. Still thinking of how to implement a dialog box for you to decide. Be Safe, |
#4
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Dialog box working.... :P
Yes got the script right for a dialog box to let you make the decision.
New Jerusalem got me over a million in credits. Using Tug. Also been able to change the __sys_SOS code for the random pirates to take out the WAR criteria. So you get the pirates dropping in for money then escorting you till they are dead in the recruiting system, So pirate Mercenaries. I need to figure out which systems are __sys_SOS : False. That way I can change text in the XML to be able to point to other Systems with __sys_SOS : False, so you will be tempted to go to the systems for more pirate pillaging and scavenging free of stress. Would anyone happen t know the systems? If I am misunderstanding it, please advise? Yep I am asking. |
#5
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Sadly, i don't know these systems ^^
but where did you find that __sys_SOS? in which file? ||| Nevermind, i found the file and you're making a good job //Patching// the Freedom killer out Last edited by Simbal; 12-27-2013 at 09:49 PM. |
#6
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Killing the Killer... :P
.....\star wolves 3 civil war\Data\Scripts\Quests\....\ ??????.Script Work now.
I cant scratch it out as of yet. Every quest/mission looks like it has its own.... ("MShip_Blow") or: mothership:Blow(); or: mothership_HQ:Blow(); mainly: :Blow(); Function: function MShip_Blow() if (mothership:IsAlive()) then mothership:Blow(); end; end; Once you hit a blow() you know it is over. While not impossible to fix with a GREP system. The question would be as to what to change it too. 1) a Dialog box asking you if you want to blow up? 2) A dialog box asking you to pay a fine? 3) More pesky Pirates asking you silly questions and wanting money? Blow() is just a function that can be replaced by any other function that would be best as a dialog box and any activities. I am leaning towards more of the pirate escort dialog boxes. On the point of: ...\star wolves 3 civil war\Data\Scripts\include\outofmission.script Do NOT copy and paste as it will not work. This is an example of how it works. Italics are the changes to the coding. function __crash_FEnd() if (mothership:IsAlive()) then Dialog_Pcrg_st(); end; end; function Dialog_Pcrg_st() local __sys_Pirate_Money=1000; local MessPil=flight_crg1:GetLeader(); local x = getn(SpeakList_Pirat); local str1 = CombineStr(SpeakList_Pirat[RAND(x)+1], __sys_Pirate_Money); MessPil:Message(str1,12); Timer_Seq(10, Dialog_Pcrgmoney_fin1); end; function Dialog_Pcrgmoney_fin1() _FTrader_include(); if (flight_crg1:IsAlive()) then local __sys_Pirate_Money=1000; local str1 = CombineStr("#UI_Pmoney_cost", __sys_Pirate_Money); ShowMsgBox("#UI_Pmoney_confirm", str1, On_Piratcrg_Start, On_Piratcrg_Cancel); end; end; function On_Piratcrg_Cancel() SetGroupRelation("crash_pirate_group", PLAYER_GROUP, RELATION_WAR); end; function On_Piratcrg_Start() local N=GetPlayerCredits(); local __sys_Pirate_Money=1000; if (N >= __sys_Pirate_Money) then SubPlayerCredits(__sys_Pirate_Money); local mship=GetPlayerMotherShip(); if (flight_crg1:IsAlive()) then flight_crg1:Move(mship:GetPosition()+Vector3(-30, 200, 20),FALSE); Timer_Seq(6, On_Piratcrg_Esc); end; else SetGroupRelation("crash_pirate_group", PLAYER_GROUP, RELATION_WAR); end; end; function On_Piratcrg_Esc() flight_crg1:Escort(mothership); end; Still need to refine it more to be sessier... But it works for now. Also I found this section interesting further down. Under: --==================================ìèíèêâåñ ò ïèðàòû-âûìîãàòåëè. function RandomPiratGetMoney() You will find: function RandomPiratGetMoney() if (__sys_SOS==FALSE) and (GetPlayerQuestState()~=TRUE) and (GetTeamRelation("Pirates",PLAYER_TEAM)==RELATION_ WAR) then Try: function RandomPiratGetMoney() if (__sys_SOS==FALSE) and (GetPlayerQuestState()~=TRUE) then I dumped out the WAR: Relation so that they would pop up even in friendly mode. And: function On_PiratMoney_Del() flight_pir_mon_1elete(); end; Try: function On_PiratMoney_Del() flight_pir_mon_1:Escort(mothership); end; The whole study makes me query as to why crash teams were not created for every faction in the Include folder and then called on in the mission/quest depending on the Faction in control of the system. Last edited by RT2; 12-29-2013 at 08:52 PM. Reason: Not knowing the differences in the patch versions of the game. :) |
#7
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Finished for now.
If you have been able to do all this then you should only need to go through the Aurora portal and come back into corrino?... through Tira, then onto shula for the pirate dialog. make some money and drop into Kruger for some scavenging.
If you are not using the Motership mod, you should be or at least try it. Because after enough scavenging of Kruger and going back to the Scarlet base to sell of the scavenge, you should save up enough to get better everything. Ships, pilots, mothership, systems and weapons. My last run had me using the tug with Butcher escorts of six fighters..... That's the path I will discuss next as I am heading there with some crazy idea of salvaging and scavenging Kruger. Edit will have follow on topic. Later on I will come back and reset relations after the drop in pirates for money are paid, back to neutral. At the moment you shouldn't have a problem with this unless you start shooting at pirates. So dont shoot till you got everything you want out of Kruger. Onto: http://forum.1cpublishing.eu/showthread.php?t=41277 Last edited by RT2; 12-30-2013 at 09:06 AM. |
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