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

View Poll Results: What should I Prioritize on?
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Voters: 4. You may not vote on this poll

 
 
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  #16  
Old 07-25-2016, 11:15 PM
nocalora29's Avatar
nocalora29 nocalora29 is offline
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Join Date: Dec 2011
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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>
And Change/Add/Modify the stuff which I marked with RED.
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>
"level" is the required pilot skill perk. (1 - 5)
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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Last edited by nocalora29; 07-25-2016 at 11:21 PM.
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