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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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Thanks!
I see... as long as we have the pilot, script will simply spawn instance when it takes control. Interesting. Probably will make pilot not-dead when he returns to team? I understood your explanation on the values too, thanks. Maybe we can say "viewing_angle" is maximum rotation angle of launcher. Hmm, does this mean wider angle = can fire to the side if angle is wide enough? There's some other things I need to look at as well when I get home from work today. Edit: \Data\Game\ShipDescriptions.xml This appears to list what ships carry what items. So ships can't have randomized equipment? Aww. Also, how do we tell which ships are available in what game difficulty (easy, normal, hard)? I was thinking of revamping the long range missiles - they suffer from the ship not equipping radar so their range is crippled (e.g. LRM2 range = 450, but most ships' sensor default = 135). Players can also abuse this fact because ships which get hit by damage outside of their sensor range don't respond, e.g. you can rain LRMs on the alien fleet in the Dionysus Sphere but they will just sit there and let you massacre them -.-" You can also break a script by torpedoing the target and destroying it when you're supposed to reach it first and have some dialog before attacking it (I learned that the hard way in Vulcan, lol). There's also 2 apparently unused missiles, LRM2_GK and T3_GK. The GK tag makes it sound like a turret @ mothership item, but since missiles don't work with mothership I guess they were simply left out. I also wonder why the game isn't complaining that LRM2_GK is duplicating LRM2, and T3_GK is duplicating T3. Heck, there's T1_unguided versus T1, as well as T2_unguided versus T2. Last edited by Trucidation; 06-02-2010 at 04:10 AM. |
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#2
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How it works - When pilot leaves you his stats are saved and he is killed. When he returns new pilot is created and saved stats are loaded into new pilot.
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As you know missiles have even @600 clicks range. It's far beyond best radar scan range. For those you should use a scout. If scout is equipped with good radar and/or cloaking device you can snipe out whole fleets (e.g. with torpedoes). |
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#3
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Yeah, it does make sense to just check when creating a flight. If the ships' difficulty was hardcoded (e.g. ship X = easy difficulty) then they would have to duplicate that ship for the other difficulties as well.
I'm not a fan of sniping (too impatient to wait), but I think torpedoes are ok. They're expensive and hard to collect many so it's no problem if they have long range. I'll still be replacing LRMs though, I'm not sure if many people use them. I think I can write a better explanation on making missiles instead of just changing existing entries and I've started modding the explosions as well. Mainly the colour - it feels more fun with different coloured explosions from different missiles Edit: ...and heeere we go! I finished editing the missiles, did everything in one shot, haha. Should be no problems, it was mostly a copypasta job with only a bit of editing. I modded all the LRMs into short range cluster missiles (range 150). Screenie #1, AI is using the new missiles just fine. Screenie #2, love the devs, changing the explosion flare colours is a simple matter of editing RGB values in a script. Gimme a while to put together all the files I modded. Last edited by Trucidation; 06-02-2010 at 03:51 PM. |
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#4
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Hello, I'm kinda new to this, but I've managed to remake couple of things (I'm familiar with Carcasses, ShipDescriptions, Modules etc.), I've added Liger (thx very much for that) - replaced 2 system modules with TurretGK ones, made new destriptions for them but when I try to add them to the stations, my game crashes every time I dock with station. so I'm doing something wrong.
__All_guns ={"HC1","HC2","HC3","HC4", "VC1","VC2","VC3","VC4", "LC1","LC2","LC3","LC4", "PLC1","PLC2","PLC3", "PC1","PC2","PC3", "RG1","RG2","RG3", "THC1","THC2","THC3","THC4","THGK1", "TVC1","TVC2","TVC3","TVC4", "TLC1","TLC2","TLC3","TLC4","TLGK1", "TPLC1","TPLC2","TPLC3", "TPC1","TPC2","TPC3","TPGK1", "TRG1","TRG2","TRG3","TRGK1", "CG1","CG2","CG3","CG4", etc etc etc.. Question1: Should I add them to one of those ShopModules ={....}; too? I've added some numbers to the same lines in InitTradeSystem.script: 0,0,0,0,0,0,0,0, -- THC,TVC to 0,0,0,0,0,0,0,0,0, -- THC,TVC 0,0,0,0,0,0,0, -- TLC,TPLC to 0,0,0,0,0,0,0,0, -- TLC,TPLC 0,0,0,0,0,0, -- TPC,TRG to 0,0,0,0,0,0,0,0, -- TPC,TRG those are lines from local NShop_fish - but I've added them to all other shops too I don't know if I'm doing it right, adding them to the same existing weapon type (plasma to plasma turrets etc), but I don't know what would actually completely new line do.. Btw those turrets are working when I add them to InitTeamScript, but it's no fun to add things this way. Question2: Is it possible to add Tractor Beam to fighters? I've added one to my custom Stormcrow (otherwise it has just 1 more system slot and better stats - I gave it to Patrol teams too, instead of their Stormcrow_mk2_pat0) but it doesn't work, maybe I just need to add some [X,Y,Z] outside of the fighter, not 0,0,0 as I used I really like patrol colors and emblem, too bad they don't have any Lion cruiser, I would steal that texture for Liger and thanks for all info about modifying, btw it would be nice to post here IMD, INI, texture and carcass files of those great newest fighters of SW2, I'd like to fly that cool shark-like fighter, but now I don't even remember it's name (I got SW2 borrowed from a friend some 3 years ago) Last edited by sidius; 06-03-2010 at 01:24 PM. Reason: typos |
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#5
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Can't really help you here as I'm digging around a completely different set of scripts, but when the game crashes you might find some useful info in LOGfile.txt. There's also a ScriptErrors.log but I've never actually seen it contain anything.
Didn't buy or get to play SW2 but iirc Goblin Wizard added 4 ships from there into this mod. They're okay but kinda skimpy on the system side |
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#6
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error: attempt to index local `_market' (a string value)
<string "DATA/Scripts/include/FloodTradeStations.scr...": line 294> hmm but that line contains just: function AddModules_Chance(_market, _good, Chance, maxn, _sell, _bye) and I really don't know what's wrong in it, i haven't even changed it.. btw now I can't even enter any market |
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#7
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for new modders:
don't add too much maneuvrability to ships, coz it's bugging them (they are spinning like crazy even when flying straight - and while they are spinning they can't move, so... I would say max 450 for fighters and 100 for capital ships) I now use these stats for mothership: mass 120 000 maneurability 3 steering_power 13 500 I have a theory that fighter with 700+ maneurability (shown one, not that one in carcasses) is an excellent target for enemy fire, since it doesn't move at all in combat, it just turn in 1 place and fire, if there is enemy within weapon range. |
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#8
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hello all
havin a little trouble with InitTradeSystem: basically, i edit the values with notepad then save to desktop then replace old with new via drag and drop. i did open FloodTradeStations, but just for references, the actual code made the glaze on my eyes glaze over. now, i only changed the ships for the SI shop ( to see what value is what ship ), but yet randomization has stopped and any missiles present on the station reaches ludicrous levels and beyond (IE: 1st trade with station, all is fine. 2nd its something like 123000000, 3rd its 2460000000 etc.), my missiles have been modded for a higher count ( basically added a 0 to the ammo count (so a dumbfire is now 160 instead of 16) where does the problem lie? EDIT: woops, ignore this folks Last edited by epicfatman; 05-08-2012 at 01:00 AM. Reason: figured it out |
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