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#16
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Sorry for the late reply, your comment was invisible for a while due to this forums lazy approval staff.
Lets get right into it: The main file we want to take a look at is in Data\Game\Carcasses.xml Lets look at a Alien Dreadnought for example (I know it allready exists in the shop, but this is just to show you how its done) Copy&Paste the Dreadnought Carcass, beginning from <BigShip> to </BigShip>. Code:
<BigShip name="Alien_Dreadnought_0"> <short_name>#M_Name_Alien_Dreadnought</short_name> <hint>#M_Hint_Alien_Dreadnought</hint> <short_desc/> <long_desc>#M_LDesc_Alien_Dreadnought</long_desc> <mesh_name>Alien_dread</mesh_name> <flat_image>alien_dread</flat_image> <hit_points>20000</hit_points> <mass>200000</mass> <disable_trade>true</disable_trade> <cost>1000000</cost> <technology/> <EPR>50</EPR> <explosion_script>Station</explosion_script> <work_sound/> <silence/> <max_energy>10000</max_energy> <energy_restore>2</energy_restore> <max_speed>3.5</max_speed> <maneurability>1</maneurability> <steering_power>17000</steering_power> <sensor_resolution>0.2</sensor_resolution> <sensor_length>200</sensor_length> <threat>30</threat> <mapping_name>Alien_dread_shop</mapping_name> <HolderProperties> <big_guns>0</big_guns> <small_guns>0</small_guns> <rockets>0</rockets> <systems>0</systems> <turrets>16</turrets> <gk_guns>0</gk_guns> <gk_turrets>0</gk_turrets> </HolderProperties> <engine_sound>Engine-Dreadnough.wav</engine_sound> <engine_start_sound/> <destroyed_mesh_name>Alien_dread_destroyed</destroyed_mesh_name> <cargoCapacity>0</cargoCapacity> <BigShipHangar> <hangar_count>8</hangar_count> <max_hangar_count>8</max_hangar_count> </BigShipHangar> </BigShip> Code:
<Interceptor name="Alien_Dreadnought_0_New">
<short_name>#M_Name_Alien_Dreadnought</short_name>
<hint>#M_Hint_Alien_Dreadnought</hint>
<short_desc/>
<long_desc>#M_LDesc_Alien_Dreadnought</long_desc>
<mesh_name>Alien_dread</mesh_name>
<flat_image>alien_dread</flat_image>
<hit_points>20000</hit_points>
<mass>200000</mass>
<disable_trade>false</disable_trade>
<cost>1000000</cost>
<technology/>
<EPR>50</EPR>
<explosion_script>Station</explosion_script>
<work_sound/>
<silence/>
<max_energy>10000</max_energy>
<energy_restore>2</energy_restore>
<max_speed>3.5</max_speed>
<maneurability>1</maneurability>
<steering_power>17000</steering_power>
<sensor_resolution>0.2</sensor_resolution>
<sensor_length>200</sensor_length>
<threat>30</threat>
<mapping_name>Alien_dread_shop</mapping_name>
<HolderProperties>
<big_guns>0</big_guns>
<small_guns>0</small_guns>
<rockets>0</rockets>
<systems>0</systems>
<turrets>16</turrets>
<gk_guns>0</gk_guns>
<gk_turrets>0</gk_turrets>
</HolderProperties>
<engine_sound>Engine-Dreadnough.wav</engine_sound>
<engine_start_sound/>
<destroyed_mesh_name>Alien_dread_destroyed</destroyed_mesh_name>
<level>1</level>
</Interceptor>
Be sure to set the "name=" to something new and non-existent, this is the "id" of the carcass which then can be used to get the actual ship via a .lua/.script Script This Carcass now can be easily added to Goblin Wizards Maintance Station Menu/Shop. Feel free to ask for additional help Also: This method can be applied to all "BigShip" Carcasses.
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) Last edited by nocalora29; 07-25-2016 at 11:21 PM. |
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