#41
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True, and unless you can't manage to kill escorts within 5 mins then it means that you're running away!
Either way, once the host ship is killed either the escorts win or they have to rabbit... 5 mins is more than enough to see if a conflict is going your way, however I wonder at a random variable being introduced that might call for convoy-specific faction re-enforcements.... somewhat like ternie's call for precursors but occurs on a random 1-10 chance of the convoy host despawning/destroyed? |
#42
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Any further progress nanaki?
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#43
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I tried actually implimenting the script, and it ended up being a total failure. I cannot figure out why even a basic flight spawn script fails to spawn anything whatsoever. Logs are telling me nothing, so I have no clue why its not working.
At this point, I am very close to just giving up on the whole thing. local escort1 = NewNavyFlight(groupName, "escort1_"..__formation_number, currentContact[3][portalStartIndex]:GetEntryPoint(10), 1, 6, currentContact[3][portalStartIndex]:GetOrientation()); local mainship; mainship = getglobal("flight_randomformation_"..__formation_n umber); local _pilot = mainship:GetPilotByNumber(1); local _ship = _pilot:GetShip(); escort1:Escort(_ship); This was directly inserted into the trigger generator function. This is the most simplified script that generates no errors. This is -supposed- to spawn a Old Empire flight with every random contact, and escort the flight it spawns with. However, when I actually go in-game, nothing happens. Last edited by Nanaki; 04-19-2010 at 11:26 PM. |
#44
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It's really hard to say anything. Looks like some tables are involved too. IMO If it works in SW2 you should start modifying there until you understand every part of the script.
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#45
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Quote:
I understand every part of the script, the Table is the randomcontacts list, which is stored in Randomcontacts.script and used multiple times in the function I modified (Check it out for yourself, look at the trigger_generator_Action function) I inserted the code between local flight = currentFunction(groupName, "randomformation_"..__formation_number, currentContact[3][portalStartIndex]:GetEntryPoint(10), strength, currentContact[3][portalStartIndex]:GetOrientation()); - This spawns the random contact. and __formation_number = __formation_number + 1; - This adds 1 to the formation number (Each spawned random conctact will be named like Flight_Randomformation_1, Flight_Randomformation_2, etc. etc. etc.) No reason why it should not work. None. |
#46
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For higher purposes uncle Torrent can help you.
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---- EDIT---- Hmm... the whole problem just get me interested. One thing I've found - your inserted code has the same variables names as are used for TRADER_FLIGHT (near the end of this function). This may effect with no escort and even no trader flights. IMO you should avoid using the same variables names for different purposes in the same function. Last edited by Goblin Wizard; 04-20-2010 at 12:53 PM. |
#47
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Quote:
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--EDIT-- *HEADDESK* MY SCRIPT WAS WORKING THIS ENTIRE TIME. http://img442.imageshack.us/img442/5411/starwolves8.jpg I edited the Tug the player gets in the beginning to have 100000 Sensor length (basically, the whole map) and 0.2 Sensor resolution. I figured that would be enough to detect anything. Nope. Had to change sensor resolution to 0.0 for it to properly detect the escorts spawning becide the random contacts. Last edited by Nanaki; 04-20-2010 at 01:15 PM. |
#48
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You are wrong Some functions are added and none of them removed It's possible to remove all new optimized functions and copy old sw2 functions to have 95% working version of SW2 on more stable sw3 engine
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#49
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At last good news Congratulations Nanaki.
Let me know one thing - Is it possible to have 2 pilots in mothership like in SW2? and how? Last edited by Goblin Wizard; 04-20-2010 at 01:50 PM. |
#50
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Grats nanaki, good idea with the tug; excellent debugging tool!
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