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

 
 
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Old 06-01-2010, 07:10 PM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by Trucidation View Post
I wonder what happens when the mission script tries to access a dead pilot? You know how on occasion someone (Viper, Aja) says "wait here while I go investigate something", and that pilot leaves your team temporarily? Yeah... I wonder what happens if that pilot is dead...
First you need to define "dead". If you see pilot in your pilots list (in red or other), he is not dead for the engine.
Second, it depends on what you want to do with "dead" pilot. Even totally dead pilot still can speak (no problems with dialogs). Every mission file has a function "StartInitMis" which creates pilots for different purposes. It works independently from real life of the pilot.
Even functions that work with pilots in space have many ifs so I suppose you won't encounter errors too often.

Quote:
Originally Posted by Trucidation View Post
I don't quite understand many values such as time_to_live, seeking_time, viewing_angle, etc. More testing needed but for now we have the basics of missile editing covered.
time_to_live - time of missile flight in seconds
seeking_time - how long the missile will be searching for the target if he misses or the target will be destroyed before missile hit. I'm not 100% sure about this.
viewing_angle - missile luncher, gun barrel maximum deviation from the "firing forward" position (I'm sure there are better words in english to explain this but..).

Last edited by Goblin Wizard; 06-01-2010 at 07:27 PM.
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