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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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Every sector has his own activate.script. You can find there lines like this:
NewPirateFlight("PiratesGroup_1", "pir01", Vector3(0, -10, 0), 1, 14, Vector3(3, 0, 1)); "14" stays for quantity and quality of fighters being spawned. It's further modified by difficulty level. You can choose value between 1 and 20. Without modifying tables you won't get more than 6 ships in a group. Inside RandomContacts.script you can find: local strength = ComputeRandomInvervalValue(power-4, power+3); change this line to: local strength = 20; and randomly spawned groups will always have max power. Last edited by Goblin Wizard; 05-19-2010 at 12:20 PM. |
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#2
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six is better than five but what file i have to lookin for to make this changes?
im quite dummy with scripting |
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#3
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just try to find "activate.script" or "randomcontacts.script" file inside SW3 folder. When you will find these files just open it and search for the lines (given in my previous post).
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#4
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thank u Goblin Wizard
now i have a little more fun |
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#5
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Huge Success.
I fixed the problem. Switching the trigger over to a timer trigger was trickier than I had originally expected, but it works like a charm. One thing I do recommend, however, is to not engage fleets near portals. Luckily, I set up the spawns so that NPCs usually will not fight eachother near gates, and most of the fighting (If there is any fighting) occurs in the middle of the sector or at mission-critical spots. The only thing thats left is to finish setting up the spawns for the Debris cluster, and I am going to test this script some more and make sure no other nasty suprises come at me. |
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#6
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Nice, really nice. How big are the randomly spawned groups? From my experience any group that have more than 6 ships acts really strange. Looks like game engine has fixed group size to max 6 ships.
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#7
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You must mean flights, and no, no flight has more than 6 fighters assigned to them. Rather than assign all ships to one flight, like I did in my original Convoy mod, I am using triggers to spawn multiple flights to escort a central ship. These escorts are escorting either a capital ship (in the case of fleets) or a transport (in the case of convoys).
The size of the group depends on what the random generator spits out. Fleets can have anywhere from one to four escort flights. Convoys have 2-3 escort flights. Each escort flight has anywhere from 3-6 ships. So you can have a fleet with 25 ships total max. Although fleets with 1 or 4 escort flights are rather rare, 2 and 3 are more common numbers, which you will usually have roughly 10-15 ships. Fleets can be found in many places, although convoys can only be found in systems where they are not likely to be destroyed by other random contacts. Certain systems are specifically designed to have the potential for opposing fleets to fight eachother. Currently, both fleets and convoys are very rare, with a roughly 10% chance to spawn with each spawn check. By the way, im reading Starrover.ru, I noticed you asked about specials.script, why didnt you ask me? I can help you with anything regarding that script. Would love to register to starrover.ru, but for some reason I am not getting the confirmation email. Last edited by Nanaki; 05-19-2010 at 06:18 PM. |
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#8
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Quote:
have i change them all??? |
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#9
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Change these which sectors you want to have better pirate flights. If you want all you have to change every file.
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#10
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Okay, I refined my mod a bit.
Escort Flights, when approaching within 120 meters of the portal, will automatically fly towards the middle of the portal. When they fly within 10 meters, they will be removed. This is mainly a visual and balance improvement, as before they would be automatically removed within 120 meters, which made it easy to ambush a convoy at the portal. Trader flights no longer have their built in escorts of 1-4 fighters. Instead they will have escort flights similer to the Convoy and Fleet scripts. As of now, they have 1 to 2 escort flights. I also disabled the SOS Command, as it is no longer necessary. Pirate Walruses now move much slower, in order to remove the problem of these ships outrunning their escorts. More testing will need to be done to see how these new changes would work. If the tests confirm these functions work, the mod will be packaged and released to you guys. Last edited by Nanaki; 05-22-2010 at 01:07 PM. |
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