![]() |
|
|||||||
| Star Wolves 3D space RPG with deep strategy and tactical elements |
![]() |
|
|
Thread Tools | Display Modes |
|
|
|
#1
|
|||
|
|||
|
So no flags to check whether they've moved at least 1 waypoint before triggering the despawn?
Oh well, a timer is fine too. The only issue I see is if the spawn is hostile; when the player portals in and fights them, they'll despawn in mid-battle when the timer is finished, right? |
|
#2
|
|||
|
|||
|
Quote:
Quote:
|
|
#3
|
|||
|
|||
|
Is any way to incrase numbers of fighters in pirates patrol
i ask becouse fights are to easy even when i take hard difficult max what i saw was 5 fighters is any way to make 10 fighters patrols without complicated script modding? |
|
#4
|
|||
|
|||
|
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 01:20 PM. |
|
#5
|
|||
|
|||
|
six is better than five but what file i have to lookin for to make this changes?
im quite dummy with scripting |
|
#6
|
|||
|
|||
|
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).
|
|
#7
|
|||
|
|||
|
thank u Goblin Wizard
now i have a little more fun |
|
#8
|
|||
|
|||
|
Quote:
have i change them all??? |
![]() |
|
|