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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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arba_base_player.imd
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#2
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If you are adding any new ships to a game, I found out the hard way that you must start a new game in order for certain script commands to see recently added ships. I am pulling my hair out because I created a little ship known as the Azure Stormcrow, 4th generation, 3 systems, 2 guns, 1 missile, and it refuses to appear in trade stations or as convoy loot.
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#3
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hey goblin hows it going with your mod it really sounds awesome
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#5
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Pilots can have different conditions like: "IsInBase", "IsBasePilot". One of these conditions is "IsCanSayReplica". I can't get to know what this condition means. I'm trying to finish my pilot script and I need it to check all possible pilot states. HELP!!!
Last edited by Goblin Wizard; 04-13-2010 at 06:24 AM. |
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#6
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Lookie lookie what I found:
http://translate.google.com/translat...gger%26hl%3Den Edit: Aw crap, that forum does not allow you to link to them... |
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#7
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Quote:
Loot also appears to behave this way, I'm trying to get the Star Hammer Memorial to drop me Precursor guns. If I reload from a save just before I blow it up, I always get the same crap (just in different quantity). It appears that I need to load from a save before I jump into the Precursor System in order to make it drop differently. (Most of the time it just drops alien stuff though and it's driving me nuts lol -_-). Edit: Forgot to post what I wanted to reply originally, have you tried jumping to a new system you've never been in before in that savegame, and seeing if your new items are being sold there? Last edited by Trucidation; 05-13-2010 at 09:10 AM. |
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#8
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As far as the Charon bit goes, I noticed that if you exit the Charon system, save, than load that save and enter back into Charon, the Templar ship list will be randomized again.
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#9
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Hi
How can i replace the models of the motherships you recieve? And also, how can i change their names and stats? |
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#10
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I tried to check the Nanaki's idea and this is what I've got.
sw3cw 2010-05-27 22-56-29-78.jpg The first, you probably noticed, is GUI limit. Each pilot has 5 wingmens but even 3 full teams is too much. Others are: - additional pilots take place of possible storyline pilots. First 6 pilots are showed, others exist only in memory. - after docked, you can only lunch first 6 pilots. - when docking, if all 6 hangar slots are occupied something bad happens. It's hard to describe but it's not CTD. - When jumping through the gate... don't ask These pilots have full functionality of the regular storyline pilots but only until docked. You can even give them perk tree. Conclusion: All problems come from GUI limit. Engine can handle much more than 6 pilots and 6 hangar slots. You can edit all parts of the GUI except this damn 6 pilots cap. Because all of these (and probably other) problems I'll stick with the idea of adding pilots in a way as summon perks work. This method has less functionality but causes much less problems. |
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