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Star Wolves 3D space RPG with deep strategy and tactical elements |
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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 07:52 PM. Reason: Not knowing the differences in the patch versions of the game. :) |
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