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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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function __crash_Freedom()
CrashPirateTeam = CreateTeam("Pirates"); crash_pirate_group = CrashPirateTeam:CreateGroup("crash_pirate_group"); local pos = mothership:GetPosition(); local orn = mothership:GetVectorOrientation(); local glow_orn = mothership:GetVectorOrientation(); orn.x = orn.x * 40; orn.y = orn.y * 40 + 10; orn.z = orn.z * 40; glow_orn.x = -glow_orn.x; glow_orn.y = -glow_orn.y; glow_orn.z = -glow_orn.z; NewPirateFlight("crash_pirate_group", "crg1", pos+orn, 1, 20, glow_orn); flight_crg1:Escort(mothership); Timer_Seq(5, __crash_FEnd); end; function __crash_FEnd() if (mothership:IsAlive()) then SubPlayerCredits(1000); end; end; Code example and the html will not display it properly, So DO NOT try and copy and paste. flight_crg1:Attack(mothership); -Changed into: flight_crg1:Escort(mothership); Earned myself 280K+ Tactically moving around Shula so the 5 Gunslingers and 1 Trident could take out the MSF a squadron at a time. Pirate escort also attacks the Free Traders and their escorts. More goodies. No negative side effect to you. Nice addition when you want to free roam and get some starting cash. I possibly could of used the Pirate escort better to clear Shula, but I only wanted to see how they would go. Still thinking of how to implement a dialog box for you to decide. Be Safe, |
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#2
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Yes got the script right for a dialog box to let you make the decision.
New Jerusalem got me over a million in credits. Using Tug. Also been able to change the __sys_SOS code for the random pirates to take out the WAR criteria. So you get the pirates dropping in for money then escorting you till they are dead in the recruiting system, So pirate Mercenaries. I need to figure out which systems are __sys_SOS : False. That way I can change text in the XML to be able to point to other Systems with __sys_SOS : False, so you will be tempted to go to the systems for more pirate pillaging and scavenging free of stress. Would anyone happen t know the systems? If I am misunderstanding it, please advise? Yep I am asking. |
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#3
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Sadly, i don't know these systems ^^
but where did you find that __sys_SOS? in which file? ||| Nevermind, i found the file and you're making a good job //Patching// the Freedom killer out Last edited by Simbal; 12-27-2013 at 09:49 PM. |
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#4
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.....\star wolves 3 civil war\Data\Scripts\Quests\....\ ??????.Script Work now.
I cant scratch it out as of yet. Every quest/mission looks like it has its own.... ("MShip_Blow") or: mothership:Blow(); or: mothership_HQ:Blow(); mainly: :Blow(); Function: function MShip_Blow() if (mothership:IsAlive()) then mothership:Blow(); end; end; Once you hit a blow() you know it is over. While not impossible to fix with a GREP system. The question would be as to what to change it too. 1) a Dialog box asking you if you want to blow up? 2) A dialog box asking you to pay a fine? 3) More pesky Pirates asking you silly questions and wanting money? Blow() is just a function that can be replaced by any other function that would be best as a dialog box and any activities. I am leaning towards more of the pirate escort dialog boxes. On the point of: ...\star wolves 3 civil war\Data\Scripts\include\outofmission.script Do NOT copy and paste as it will not work. This is an example of how it works. Italics are the changes to the coding. function __crash_FEnd() if (mothership:IsAlive()) then Dialog_Pcrg_st(); end; end; function Dialog_Pcrg_st() local __sys_Pirate_Money=1000; local MessPil=flight_crg1:GetLeader(); local x = getn(SpeakList_Pirat); local str1 = CombineStr(SpeakList_Pirat[RAND(x)+1], __sys_Pirate_Money); MessPil:Message(str1,12); Timer_Seq(10, Dialog_Pcrgmoney_fin1); end; function Dialog_Pcrgmoney_fin1() _FTrader_include(); if (flight_crg1:IsAlive()) then local __sys_Pirate_Money=1000; local str1 = CombineStr("#UI_Pmoney_cost", __sys_Pirate_Money); ShowMsgBox("#UI_Pmoney_confirm", str1, On_Piratcrg_Start, On_Piratcrg_Cancel); end; end; function On_Piratcrg_Cancel() SetGroupRelation("crash_pirate_group", PLAYER_GROUP, RELATION_WAR); end; function On_Piratcrg_Start() local N=GetPlayerCredits(); local __sys_Pirate_Money=1000; if (N >= __sys_Pirate_Money) then SubPlayerCredits(__sys_Pirate_Money); local mship=GetPlayerMotherShip(); if (flight_crg1:IsAlive()) then flight_crg1:Move(mship:GetPosition()+Vector3(-30, 200, 20),FALSE); Timer_Seq(6, On_Piratcrg_Esc); end; else SetGroupRelation("crash_pirate_group", PLAYER_GROUP, RELATION_WAR); end; end; function On_Piratcrg_Esc() flight_crg1:Escort(mothership); end; Still need to refine it more to be sessier... But it works for now. Also I found this section interesting further down. Under: --==================================ìèíèêâåñ ò ïèðàòû-âûìîãàòåëè. function RandomPiratGetMoney() You will find: function RandomPiratGetMoney() if (__sys_SOS==FALSE) and (GetPlayerQuestState()~=TRUE) and (GetTeamRelation("Pirates",PLAYER_TEAM)==RELATION_ WAR) then Try: function RandomPiratGetMoney() if (__sys_SOS==FALSE) and (GetPlayerQuestState()~=TRUE) then I dumped out the WAR: Relation so that they would pop up even in friendly mode. And: function On_PiratMoney_Del() flight_pir_mon_1 end; Try: function On_PiratMoney_Del() flight_pir_mon_1:Escort(mothership); end; The whole study makes me query as to why crash teams were not created for every faction in the Include folder and then called on in the mission/quest depending on the Faction in control of the system. Last edited by RT2; 12-29-2013 at 08:52 PM. Reason: Not knowing the differences in the patch versions of the game. :) |
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#5
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If you have been able to do all this then you should only need to go through the Aurora portal and come back into corrino?... through Tira, then onto shula for the pirate dialog. make some money and drop into Kruger for some scavenging.
If you are not using the Motership mod, you should be or at least try it. Because after enough scavenging of Kruger and going back to the Scarlet base to sell of the scavenge, you should save up enough to get better everything. Ships, pilots, mothership, systems and weapons. My last run had me using the tug with Butcher escorts of six fighters..... That's the path I will discuss next as I am heading there with some crazy idea of salvaging and scavenging Kruger. Edit will have follow on topic. Later on I will come back and reset relations after the drop in pirates for money are paid, back to neutral. At the moment you shouldn't have a problem with this unless you start shooting at pirates. So dont shoot till you got everything you want out of Kruger. Onto: http://forum.1cpublishing.eu/showthread.php?t=41277 Last edited by RT2; 12-30-2013 at 09:06 AM. |
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