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Star Wolves 3D space RPG with deep strategy and tactical elements

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  #1  
Old 03-25-2010, 04:40 PM
Nanaki Nanaki is offline
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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  
Old 03-25-2010, 06:14 PM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by Nanaki View Post
There is no hard-coded limit for guns, though, as long as the IMD file is configured properly. My Liger Cruiser has 2 GKTurrets, 4 GKGuns, 8 Turrets, 8 Systems.
I was talking about fully manageable ship (all weapons and systems changeable through the trade station menu). Your Cruiser has all of these but only in "imd" file. I can't see GKTurrets in GUI and only 2 GKGuns and 5 Turrets slots work. This is the limit I metioned. If you want to add GKTurret to the GUI you should place slot like below in the "ini" file:

[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:
You can make motherships buyable? I always thought that the game would break if you were able to buy and sell motherships. You should share some details on that.
The first I've got the idea was when after rescuing Ternie I saw my Astarte changed into another mothership (I don't remember exactly which cuz I've moded that quest so many times ). After a little research I've ended with these:

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:
The question is how do you want your fighters to spawn? Through a Perk? Through a random event?
I'd like to add a spawn of enemy ships like in Rescue Ternie quest. When you flying to the gate Greys show up from nowhere and attacks you immediately. This what I'd like to get.

Last edited by Goblin Wizard; 03-25-2010 at 06:17 PM.
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  #3  
Old 03-25-2010, 08:42 PM
Nanaki Nanaki is offline
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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.

Quote:
I was talking about fully manageable ship (all weapons and systems changeable through the trade station menu).
Yes, it is doable, I have done it. I have a fully managable Lion with 10 Turrets, 6 systems, and 4 GKGuns (this is for my Liger version without the GKTurrets)

Quote:
I'd like to add a spawn of enemy ships like in Rescue Ternie quest. When you flying to the gate Greys show up from nowhere and attacks you immediately. This what I'd like to get.
What exactly is going wrong?
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  #4  
Old 03-25-2010, 09:12 PM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by Nanaki View Post
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.

Yes, it is doable, I have done it. I have a fully managable Lion with 10 Turrets, 6 systems, and 4 GKGuns (this is for my Liger version without the GKTurrets)
Please, let me know how !!!

Quote:
What exactly is going wrong?
This is the problem - nothing. no CTD, no errors. Simply nothing. I've tried something like this:

Quote:
function New_Gray_Attack()
NewGreyFlight("Grey_Group", "greyA1", mothership:GetPosition()+Vector3(60, 5, 0), 1, 17, Vector3(-1, 0, 0));
countf = flight_greyA1:GetPilotCount();
for i=0,countf,1 do
pilot_tmp = flight_greyA1:GetPilotByNumber(i);
ship_tmp = pilot_tmp:GetShip();
ship_tmp: PlayFX("Cloak Out.shfx");
end;
NewGreyFlight("Grey_Group", "greyA2", mothership:GetPosition()+Vector3(0, 5, -70), 1, 15, Vector3(0, 0, 1));
countf = flight_greyA2:GetPilotCount();
for i=0,countf,1 do
pilot_tmp = flight_greyA2:GetPilotByNumber(i);
ship_tmp = pilot_tmp:GetShip();
ship_tmp: PlayFX("Cloak Out.shfx");
end;
NewGreyFlight("Grey_Group", "greyA3", mothership:GetPosition()+Vector3(-40, 5, 65), 1, 15, Vector3(0.5, 0, -0.5));
countf = flight_greyA3:GetPilotCount();
for i=0,countf,1 do
pilot_tmp = flight_greyA3:GetPilotByNumber(i);
ship_tmp = pilot_tmp:GetShip();
ship_tmp: PlayFX("Cloak Out.shfx");
end;
end;
I've added group declaration in region "activate.script" file too. I want this function to be executed by quest dialog. Could you post your working function and other necessary changes?
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  #5  
Old 03-25-2010, 09:29 PM
Nanaki Nanaki is offline
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Quote:
Please, let me know how !!!
The trickiest part is matching the references... Each turret, GKGun, and GKTurret has a reference, each reference MUST be unique, and than match the references to the INI. For example, the 'down_left' reference in the IMD file must match to the 'down_left' reference in the INI file.

Quote:
This is the problem - nothing. no CTD, no errors. Simply nothing. I've tried something like this:
I will look through it and ponder, I tend to prefer to review code slowly and carefully. Best way to debug it.
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  #6  
Old 03-25-2010, 09:59 PM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by Nanaki View Post
The trickiest part is matching the references... Each turret, GKGun, and GKTurret has a reference, each reference MUST be unique, and than match the references to the INI. For example, the 'down_left' reference in the IMD file must match to the 'down_left' reference in the INI file.
I know that and I make each unique but it doesn't help. Could you upload your ship files, PLEASE!!! I can check them myself and find what I'm doing wrong.

Quote:
I will look through it and ponder, I tend to prefer to review code slowly and carefully. Best way to debug it.
I've copied this function from mission 13c file SavingFriend_c_XT24.script. Maybe you check there and find out how to implement similar function.
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 and must be set separately for each ship here. Script doesn't check the price in carcasses.xml. I've changed Elio maintenance station so portal reactivation is set for 4 portals there.

Quote:
function DialogR_buy_Rhino()
local N=GetPlayerCredits();
if (N>=666) then
NewFlight("myGroup_5", "nm", "Mothership_corporate_pl1", "BasePilot", mothership:GetPosition() + Vector3(0, 0, -70), Vector3(0, 0, 1));
mothership_old = mothership;
mothership = SetPlayerMotherShip(ship_nm_1);
SubPlayerCredits(666);
PortalTrigger_PORTAL_R:SetObject(mothership);
PortalTrigger_PORTAL_L:SetObject(mothership);
PortalTrigger_PORTAL_U:SetObject(mothership);
PortalTrigger_PORTAL_D:SetObject(mothership);
PortalsActivate_Action();
GetShipName(mothership);
CreateTradeStationDocking(TRADE_STATION,mothership );
CreateRepairStationDocking(STO_Station,mothership, 140,5);
OutputToScreenLog("#UI_MothershipBuy",7);
else
OutputToScreenLog("#UI_MothershipBuyFail",7);
end;
end;

Last edited by Goblin Wizard; 03-25-2010 at 10:10 PM.
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  #7  
Old 03-25-2010, 10:14 PM
Nanaki Nanaki is offline
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Quote:
I know that and I make each unique but it doesn't help. Could you upload your ship files, PLEASE!!! I can check them myself and find what I'm doing wrong.
Go a few pages back, I uploaded the Liger a few days ago actually ;3

Quote:
I've copied this function from mission 13c file SavingFriend_c_XT24.script. Maybe you check there and find out how to implement similar function.
Thanks... I will take a peek.

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  
Old 03-25-2010, 10:38 PM
Rastix Rastix is offline
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Quote:
Originally Posted by Nanaki View Post
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.
What are you trying to achieve exactly?
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  #9  
Old 03-25-2010, 10:40 PM
Nanaki Nanaki is offline
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Quote:
Originally Posted by Rastix View Post
What are you trying to achieve exactly?
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  
Old 03-25-2010, 10:56 PM
Rastix Rastix is offline
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Quote:
Originally Posted by Nanaki View Post
I was trying to add a fifth Summon ability. There are currently four, SummonNavy, SummonKfni, SummonBerserk, and SummonPrec.
Yep, it's hardcoded. But you can replace existing abilities by your own
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