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

 
 
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Old 04-04-2010, 05:03 PM
Nanaki Nanaki is offline
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Join Date: Mar 2010
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It is a lot more complex than that, my work with the specials.script tought me that you also have to assign scripts to the escort fighters as well (everything in the game is scripted, from exiting a portal, to entering back into it, its all scripted). Just adding that line without adding anything else, for example, will just make the escort fighters float by the gate without dissapearing long after the capital ship it was escorting has already exited the system, because the randomcontacts script commands that was given to the capital ship, was not given to the escorting fighters.

The biggest problem comes when you have to randomize the fleets. When you spawn a fleet, its power will be randomized, when the script recieves that power, it has to take that power and translate it to every squad in the fleet, it also has to decide how many squads to assign to the capital ship in the fleet, and I think thats all just scratching the surface. Most of the SW2 Realmod fleet code consists of randomization, I believe.

Trader fleets get around this by assigning the capital ship and its escorting fighters to the same squad and I did the same thing with the Convoys. But I would rather, in this case, the capital ship and its fighter escorts be completely seperate squads.

Last edited by Nanaki; 04-04-2010 at 05:07 PM.
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