#11
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Are you trying to add a new ship as a mission reward, or a new ship as something to buy from a shop? What exactly is going wrong?
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#12
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To buy from the shop or get them in the inventory, whichever works. For example the corvets, the motherships like the Stalingrad or Lion mk1, which are in the game just can't use them. If it's possible to add the mean fighters from SW2, pitty they are not in this one. A few new missions would also come in handy. It's a nice idea.
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#13
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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 new game worked fine by me...
My slightly tweaked Butcher Mk. II corvette / step by step 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 . You can edit in a running game stats like armor/shields and so on but afaik adding new items just won't work as these are init-scripts for starting a new game. 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 04:35 PM. |
#14
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hmm 2 quick questions:
1)would it be theoretically possible to add more than 4 rocket placements on any ship? i seem to remember bident has 4 rockets, 2 small guns & 2 systems...could it be possible to replace the 2 guns with missiles? 2)if so...i assume the same applies to big gun slots...imagine a butcher wielding those 1600 dmg cannons and a mothership with 2 missile slots(supernovas ofc) instead of 2 normal gun slots |
#15
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Quote:
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Last edited by Nanaki; 03-15-2010 at 06:08 PM. |
#16
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Ok here is the problems.
Made the cavalier to interceptor, manage to by it great. Put pilot in it, great. Put two systems in it, great. But no big guns no missiles. So basicly my pilots fly with no weapons what soever. Now i get it, i can't change the small guns to rockets but i also change the rockets to big guns so why can't i use them? Last edited by Raziel666; 03-15-2010 at 06:56 PM. |
#17
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#18
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Yep. All done now i have corvet with 4 big guns, 2 rocket slots, and 2 system slots. But i keep wonder why the only place i can buy it is the station in Aurora? Because i placed it in every store.
Question: Is it possible to add more guns/missiles to existing ones? For example the wyvern_mk1 or dragon with 4 guns, 2 sys and 2 missiles. Last edited by Raziel666; 03-16-2010 at 02:51 AM. |
#19
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Valky, could you please post those modified files for those of us who are lazy to edit them ourselves? I would really like to buy the Butcher Thanks.
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#20
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Adding missiles, big guns, and turrets requires editing the model, as you need to add additional hardpoints for the physical attachments. You can technically assign two weapons to a single hardpoint like small guns, but it would look really, really ugly (two weapons overlapping eachother). So it is a 'Do at your own risk' thing. |
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