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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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I'm adding new pilots right now. Version 0.2 will contain 5 pilots (maybe more). Script that checks 6 pilot cap is done too but adding this script to every mission that gives you new storyline pilot takes much time. I have to be very careful not to break storyline path. The worst thing is that I can't check all possible paths. I'm going to add "emergency eject" button to the maintenance station menu too.
Some motherships will be converted to manageable condition. They won't be uber gunships. Just similar to 2/4/4 standard setup. Some of them will contain big gun turrets (in place of normal big guns) and these turrets will be buyable in my shop. I'll try to upload something before the end of the week. I enjoy learning 3dsMax so work progress is slightly slower ps. about pilot - I've tried this mod on a fresh install and everything should be ok. Next version has new hiring script so wait a while - everything will work. Last edited by Goblin Wizard; 04-13-2010 at 09:29 PM. |
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#2
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that was quick
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#3
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I've done some more testing to my pilots cap checking script. I've found it to be a serial killer later in the game. When the number of pilots in the system is high it clears your hangar like mad
I have hard time trying to find good function/command that can see difference between pilots controlled by the player and others (called by name like Phantom) existing in the sector. If someone has any idea please share. |
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