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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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Quote:
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#2
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Is nobody interested in random contacts?
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#3
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What these convoys do except bringing more life to the space. They give missions or something?
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#4
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You can kill them for fighters and weapons.
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#5
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I'm very interested in where you're going with this Nanaki, I even stopped trolling and registered to dl your mod =)
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#6
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Lately I have been experimenting with number randomization and using them in createflight scripts. The results are encouraging.
The only thing left is to figure out how to properly spawn and delete escorts. Spawning them and giving them orders is easy enough. The hard part is getting them to recognize that the parent ship is despawned (after passing through a jumpgate) and despawning along with it. Unfortunately, with the way I plan things out, if the parent capital ship is destroyed (and not despawned), the escort ships will permanently stick around in the sector. There is no way to avoid this, as the only alternative is even worse: Ships despawning the instant the mothership dies. |
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#7
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Last edited by Goblin Wizard; 04-18-2010 at 12:22 PM. |
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#8
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I have not written the script yet, though. I spent most of yesterday doing additional experiments with specials.script. Quote:
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#9
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Yes, that's tricky. SetAllDied function needs all flights to be called by name but you don't know which flight the escort will meet. Now the only idea is time trigger like about 5 mins after escorted ship died all remaining escort goes out. It should be more than enough to end the battle. Not really a solution but still better than instant despawn or infinite hanging in space.
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#10
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in which file? and what does position mean? is it only triggered by position? |
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