
10-14-2016, 10:39 PM
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¯\_ ͯ‿ ͯ_/¯
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Join Date: Dec 2011
Posts: 518
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Its amazing how fast the time really goes by. I tried to look up the oldest file of this Mod's predecessor (Inv_Mod) and it turns out the oldest file I have created was from the 11.12.2014 (DD.MM.YYYY)
So one could say this mod is almost 2 Year's old, it surely did not feel that long at all.
Quote:
[STORYTIME]
It just started out by being a simple Systems Addon Pack. (Ever wondered from where the Invasion_ Systems really came from?) I have integrated them from this ancient mod called Invasion Mod.
I have added stuff in this Mod which I would have never thought I would be EVER capable of, especially Custom PFX for weapons, I thought it would be Rocket Science or something lol.
And the Man who started it all, the one who inspired me to make my own mod for this game, and the one you have to blame for me coding this mod... IS... the one and only... Goblin Wizard.
His Motherships Mod was the first one I have had immediatley installed onto my installation of SW3, after a while though, I just wanted to add some custom stuff, you know, like having some buyable Battleships as interceptors or something. So I got myself some Notepad++ and looked at the file's of his mod myself, and tried to add custom stuff by slowly analyzing how the game reacted to what I have done to it.
After a rather long time, I figured much out, understanding Carcasses, Modules and the ShipDescriptions XML's was the easiest part. But the .script files were always a bit... you know... overwhelming at times.
I made the mistake of immediatley looking at the Create_Flight_2.script as my first script I opened and tried to research, This cluster of a script file surely was not any fun at all to research.
But by Copy&Pasting some fragments of code, effectively tried Lego-building them together to make it work, I have created my first, and very own .script file. called inv_mod.script for the original Invasion Mod.
You know the first thing I wanted to make with my newly created non-functional script file?, to make Escortation Flights(NON-GAME-MERCENARIES) follow you around systems.
I thought it would NOT be possible at all, but I always knew it just had to be possible in some way or another, and then it finally snapped... I have come up with a solution for ALL of my Problems.
It was a simple Initialization Function, in the modern times of this mod it is called "SW3_Expansion_GetFollowers();", kinda makes sense why it is named like that, huh?.
And my Solution to it being run in every system load (Effectively an Autorun, for this game), was to add this function to ALL SYSTEMS IN THE ENTIRE GAME.
This is why this function is present in ALMOST all systems in the game, some are excluded, specifically Story-Quests only Systems.
Without this Autorun function, there would be almost nothing I could have done... atleast not in the way I wanted things to be.
[/STORYTIME]
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Last edited by nocalora29; 10-14-2016 at 11:01 PM.
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