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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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This is what I got... not sure why its not working for you...
<short_name>#M_Name_Mothership_Liger</short_name> <hint>#M_Hint_Mothership_Liger</hint> <short_desc>#M_SDesc_Mothership_Liger</short_desc> <long_desc>#M_LDesc_Mothership_Liger</long_desc> #M_Name_Mothership_Liger = Liger #M_Hint_Mothership_Liger = Dreadnought|Liger #M_SDesc_Mothership_Liger = Dreadnought Liger #M_LDesc_Mothership_Liger = While the Lion MK3 was in development, the Old Empire decided to push the shrinking Lion as a Stone Arrow replacement while developing a heavier version of the current Lion MK2 to replace the aging Stalingrad Battleship. The end result was the Liger Dreadnought, while it has the outward visual appearance of a Lion Cruiser, it is slower, heavier and far more heavily armored and armed. The Liger possesses the latest in drive and reactor technologies, allowing it to achieve much higher maximum speeds than was possible with the Stalingrad. It was also given a massive firepower improvement with the addition of four turrets and four heavy guns, allowing it to surpass any capital ship in direct combat. Two of these heavy guns were designed to be on turreted platforms bolted to the side of the ship. Unfortunately, the large amount of high-quality material and experimental components required to construct even one vessel was staggering, and as a result the Old Empire decided not to incorporate the Liger into the fleet. Most of the resources and funds originally allocated towards the Liger project would eventually find their way to New Restoration. The prototype itself, still missing its turrets, main guns, and many of its systems, was placed into mothball. |
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#2
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[slot14] type=TurretGK refpoint=Left_Side image_coord=420 260 text_coord=500 240 text_aligment=RIGHT This is one of the guns I've fitted into my Star Hammer. Turrets that can be fitted into this slot have the first letter "T" so if "LGK3" stays for Musket, "TLGK3" stays for turret version of Musket. Quote:
function New_Mothership_Rhino() NewFlight("myGroup_1", "nm", "Mothership_corporate_pl1", "BasePilot", mothership:GetPosition() + Vector3(0, 0, -70), Vector3(0, 0, 1)); mothership_old = mothership; mothership = SetPlayerMotherShip(ship_nm_1); end; This is core function that change your actual mothership into (in this case) Rhino and is placed in "DockStation.script". Why there? Because all shopping work through the Maintenance Station menu. You buy things like you buy AI pilots for mothership (kind of). Maintenance Stations are generally a little quests so functions that work with quests work with them too. There are much more changes to get whole thing working. I'm planning to release beta version of my mod this weekend so you will see all modifications. Quote:
Last edited by Goblin Wizard; 03-25-2010 at 06:17 PM. |
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#3
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Unfortunately, my third experiment was not successful. The game uses its own internal hardcoded XML Schema files which cannot be edited, so adding new special abilities is out of the question.
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#4
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#5
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#6
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Other problem may be activation of this function during dialog. I would like that dialog will close immediately after player choose the answer and ships will pop up. Below fully working mothership buying function with price check. Price is set to 666 credits Quote:
Last edited by Goblin Wizard; 03-25-2010 at 10:10 PM. |
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#7
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Although, if you are starting off, I recommend adding a script closer to the beginning of the game so it is much easier to test. |
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#8
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What are you trying to achieve exactly?
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#9
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I was trying to add a fifth Summon ability. There are currently four, SummonNavy, SummonKfni, SummonBerserk, and SummonPrec.
The problem with this is that for every new special ability you add into the game, you have to add it to the appropriate XMLSchema files (allspecials.xsd and specials.xsd), however, I learned that the game uses its own internal version of the XMLSchema files which cannot be accessed. |
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#10
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