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

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  #1  
Old 03-25-2010, 09:56 PM
Rastix Rastix is offline
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Quote:
Originally Posted by Nanaki View Post
I was trying to add a fifth Summon ability. There are currently four, SummonNavy, SummonKfni, SummonBerserk, and SummonPrec.
Yep, it's hardcoded. But you can replace existing abilities by your own
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  #2  
Old 03-25-2010, 10:06 PM
Nanaki Nanaki is offline
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Quote:
Originally Posted by Rastix View Post
Yep, it's hardcoded. But you can replace existing abilities by your own
If XMLSchema was not hardcoded, than I could have actually pulled it off. With exception of that it worked perfectly.

Actually, you can get around things by adding levels to abilities. For example, I added a level '5' to the Berserk spawn that summons 6 Elite berserk fighters, and made a new special ability for it. This allows me to add different summons without affecting the other character's abilities.
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  #3  
Old 03-26-2010, 05:11 AM
Lonck Lonck is offline
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do I need to start new game if I make changes? I tried to change Mastiff's HP but doesn't work. Also how can I add missiles to the motherships? an erlier post by Nanaki says something about models. Where are they located?
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  #4  
Old 03-26-2010, 06:53 AM
Goblin Wizard Goblin Wizard is offline
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If you want to see changes on Mastiff (or any other ship) you need to find save before you get it. In this case find save with pirate version mastiff and go to the Elio for aerogrphy quest.
I never tried missile lunchers on mothership so I don't know if they work.
Model files are here ..\Data\OBJECT\*.imd. You need a IMDeditor to change things.

-----------------------------------------------------------------------


I have another problem:

Now buying code looks like below and works ok

Quote:
function _buy_ms(nameMS)
local _tab_MS = {
{"Starhammer_0",1000},
{"Mothership_uel_pl1",2000},
{"Mothership_Lion_pl1",3000}};

local costMS = 0;
for i, sh in _tab_MS do
if (sh[1] == nameMS) then costMS=sh[2];
end;
end;
if (costMS == 0) then return FALSE;
end;

local N=GetPlayerCredits();
if (N>=costMS) then

NewFlight("myGroup_1", "nm", GetShipName(nameMS), "BasePilot", mothership:GetPosition() + Vector3(0, 0, -70), Vector3(0, 0, 1));
mothership_old = mothership;
mothership = SetPlayerMotherShip(ship_nm_1);
PortalTrigger_PORTAL_R:SetObject(mothership);
PortalTrigger_PORTAL_L:SetObject(mothership);
PortalTrigger_PORTAL_U:SetObject(mothership);
PortalTrigger_PORTAL_D:SetObject(mothership);
PortalsActivate_Action();
GetShipName(mothership);
CreateTradeStationDocking(TRADE_STATION,mothership );
CreateRepairStationDocking(STO_Station,mothership, 140,5);
SubPlayerCredits(costMS);

OutputToScreenLog("#UI_MothershipBought",7);
else
OutputToScreenLog("#UI_MothershipBoughtFail",7);
end;
end;
but you can buy only one mothership. If you try to buy second you get CTD. It is caused by group declaration "myGroup_1". Separate group must be attached to each mothership so I changed code slightly (added 3rd column to table) and now looks like this:

Quote:
function _buy_ms(nameMS)
local _tab_MS = {
{"Starhammer_0",1000,"myGroup_1"},
{"Mothership_uel_pl1",2000,"myGroup_2"},
{"Mothership_Lion_pl1",3000,"myGroup_3"}};

local costMS = 0;
for i, sh in _tab_MS do
if (sh[1] == nameMS) then costMS=sh[2];
end;
if (sh[1] == nameMS) then nameG=sh[3];
end;
end;
if (costMS == 0) then return FALSE;
end;

local N=GetPlayerCredits();
if (N>=costMS) then

NewFlight( GetGroupName(nameG), "nm", GetShipName(nameMS), "BasePilot", mothership:GetPosition() + Vector3(0, 0, -70), Vector3(0, 0, 1));
mothership_old = mothership;
mothership = SetPlayerMotherShip(ship_nm_1);
PortalTrigger_PORTAL_R:SetObject(mothership);
PortalTrigger_PORTAL_L:SetObject(mothership);
PortalTrigger_PORTAL_U:SetObject(mothership);
PortalTrigger_PORTAL_D:SetObject(mothership);
PortalsActivate_Action();
GetShipName(mothership);
CreateTradeStationDocking(TRADE_STATION,mothership );
CreateRepairStationDocking(STO_Station,mothership, 140,5);
SubPlayerCredits(costMS);

OutputToScreenLog("#UI_MothershipBought",7);
else
OutputToScreenLog("#UI_MothershipBoughtFail",7);
end;
end;
but unfortunately it doesn't work. No errors and no visible effects. Maybe someone could check the code and find out what's wrong?

Last edited by Goblin Wizard; 03-26-2010 at 08:04 AM.
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  #5  
Old 03-26-2010, 12:46 PM
Nanaki Nanaki is offline
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I am not sure myself, but, I do not see where ship_nm_1 is defined... You are probably better at this than I am, though, so I could be completely clueless.

In other news, I have successfully implimented summoning fleets to the specials.script. With my test script 'MSF Summon 4', you can summon 1 squadron of fighters, 1 squadron of bombers, and 1 Stalingrad-class Battleship.

Last edited by Nanaki; 03-26-2010 at 12:50 PM.
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  #6  
Old 03-28-2010, 11:24 AM
Lonck Lonck is offline
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where can we change the perks properties like accuracy and stuff?
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  #7  
Old 03-28-2010, 03:44 PM
Nanaki Nanaki is offline
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Changing what a perk is done is dependant on the perk itself. Most of the pilot/gunnery/system perk attributes can be found in the data/script/ai/perkdispatcher.script file...

In other news, I have squeezed out all the knowlege I can out of the specials.script, now I am currently working on all Location scripts.

My first mod project is to double the amount of random spawns in all sectors. This is a simple affair, mostly just time-consuming.

My second mod project is to introduce actual civil war, Old Empire and New Empire elements fighting in various sectors (odd how there is no fighting for what is supposedly a 'war'). So far, my plan is that all Old Emipre sectors that get taken over by the New Empire later in the game will have New Empire ships spawning in them. My plan is to also have some boarder New Empire sectors get the occasional Old Empire incursion as well. May also adjust the random spawns on a per-system basis, such as introducing Patrol spawns to Kruger (Kruger is currently a loot bonanza because nothing but traders spawn, in a system crawling with pirates.)

My third mod project after that is... I have not decided yet.

Last edited by Nanaki; 03-28-2010 at 09:41 PM.
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