#142
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Pilots can have different conditions like: "IsInBase", "IsBasePilot". One of these conditions is "IsCanSayReplica". I can't get to know what this condition means. I'm trying to finish my pilot script and I need it to check all possible pilot states. HELP!!!
Last edited by Goblin Wizard; 04-13-2010 at 07:24 AM. |
#143
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Lookie lookie what I found:
http://translate.google.com/translat...gger%26hl%3Den Edit: Aw crap, that forum does not allow you to link to them... |
#144
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Quote:
Loot also appears to behave this way, I'm trying to get the Star Hammer Memorial to drop me Precursor guns. If I reload from a save just before I blow it up, I always get the same crap (just in different quantity). It appears that I need to load from a save before I jump into the Precursor System in order to make it drop differently. (Most of the time it just drops alien stuff though and it's driving me nuts lol -_-). Edit: Forgot to post what I wanted to reply originally, have you tried jumping to a new system you've never been in before in that savegame, and seeing if your new items are being sold there? Last edited by Trucidation; 05-13-2010 at 10:10 AM. |
#145
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As far as the Charon bit goes, I noticed that if you exit the Charon system, save, than load that save and enter back into Charon, the Templar ship list will be randomized again.
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#146
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Hi
How can i replace the models of the motherships you recieve? And also, how can i change their names and stats? |
#147
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I tried to check the Nanaki's idea and this is what I've got.
sw3cw 2010-05-27 22-56-29-78.jpg The first, you probably noticed, is GUI limit. Each pilot has 5 wingmens but even 3 full teams is too much. Others are: - additional pilots take place of possible storyline pilots. First 6 pilots are showed, others exist only in memory. - after docked, you can only lunch first 6 pilots. - when docking, if all 6 hangar slots are occupied something bad happens. It's hard to describe but it's not CTD. - When jumping through the gate... don't ask These pilots have full functionality of the regular storyline pilots but only until docked. You can even give them perk tree. Conclusion: All problems come from GUI limit. Engine can handle much more than 6 pilots and 6 hangar slots. You can edit all parts of the GUI except this damn 6 pilots cap. Because all of these (and probably other) problems I'll stick with the idea of adding pilots in a way as summon perks work. This method has less functionality but causes much less problems. |
#148
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Goblin Wizard, is it possible to somehow assign skill trees to summoned pilots? This will allow them to have an upgrade path, without requiring the summoner pilot to have multiple summon skills.
I guess this depends on the flexibility of the summon skill. |
#149
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Salutations, everybody. Sorry to churn in just like that, but I recently aquired Star Wolves 1 from gog.com, and after completing the campaign twice, I am now looking into the modding capacities this game has. As far as I am aware so far, modding ships requires a tool called IMD-Editor or somesuch.
Since the linked homepage ( http://freenet-homepage.de/allaway/s...x_english.html ) does not work anymore and Google doesn't really produce any usable results (but hey, maybe my search terms are just a tad off), would anybody around here know another place where one could aquire that tool and maybe read up on modding a little more? Cheerio and best regards, SpiritWolf448 (who's now hoping SW2 and 3 will make an appearance on GOG as well) |
#150
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You can attach skill tree to any pilot you want but if pilot is not directly controlled by you - you don't have access to his skill tree. You can probably make him work like Bryna & KT (teaching new perks by dialog). It's acceptable for one pilot but if you will have to do this for several pilots it becomes boring and irritating.
Other problems: 1. pilots summoned via perk act like mercenaries. They disappear after jump and don't have their progress saved. I can make another perk which will save their perks and exp points but it's a lot of effort. 2. Unlike your storyline pilots they not always end in rescue pod after ship being destroyed. They can simply die. You can run any function via summon perk. Jump to any sector, open trade station menu, run a dialog, create dust cloud in front of you - no problem. Summon perks have number of uses so e.g. you can make perk which summons 6 pilots group once or 1 pilot 6 times. |
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