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Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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So I got the fleets mod to work as such.
![]() In the locations activate.script So in Create_flight_2.script I am suggesting something like this. local f_name = currentContact[1]; --S_name = {"VKS_FLEET","VKS_FLIGHT","VKS_CONVOY", --"VKS_PRISON" -- "KFNI_FLEET","KFNI_FLIGHT","KFNI_CONVOY", --"KFNI_PRISON" -- "PIRATE_FLEET","PIRATE_FLIGHT","PIRATE_CONVOY" , --"PIRATE_PRISON" -- "PATROL_FLEET","PATROL_FLIGHT","PATROL_CONVOY" , --"PATROL_PRISON" -- "USS_FLEET","USS_FLIGHT","USS_CONVOY", --"USS_PRISON" -- "TRIADA_FLEET","TRIADA_FLIGHT","TRIADA_CONVOY" , --"TRIADA_PRISON" -- "INOCO_FLEET","INOCO_FLIGHT","INOCO_CONVOY", --"INOCO_PRISON" -- "REC_FLEET","REC_FLIGHT","REC_CONVOY", --"REC_PRISON" -- "PREC_FLEET","PREC_FLIGHT","PREC_CONVOY", --"PREC_PRISON" -- "ALIEN_FLEET","ALIEN_FLIGHT","ALIEN_CONVOY", --"ALIEN_PRISON" -- "BER_FLEET","BER_FLIGHT","BER_CONVOY", --"BER_PRISON" -- "TRADER_FLIGHT","STAR_WOLF","RADAM"}; --function _Random_Incursion() -- local x = getn(S_name); -- Rnd_speak=RAND(x)+1; --end; -- local f_name = _Random_Incursion(); AFK... |
#2
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Cant get the ???_Prison in as it doesn't recognize it as a word/string and recognizes it as NIL. in GetGroup. So looking through the code it refers to Group in teh array which in my thinking is the label of the new type of flight.
So the ones that aren't already listed may not go in. I will have to look further into this for now. ![]() Or at least that is what the console is reporting to me. Integrated the Stone Turtle through Pat_PrisShips in .....\star wolves 3 civil war\Data\Scripts\include\Create_flight_2.script Random cintact work seemed fine also. ![]() No buds there. ![]() But I have an idea of adding a 4th else if into Create_flight_2.script |
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