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

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  #81  
Old 05-21-2010, 05:57 AM
Goblin Wizard Goblin Wizard is offline
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Change these which sectors you want to have better pirate flights. If you want all you have to change every file.
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  #82  
Old 05-22-2010, 12:59 PM
Nanaki Nanaki is offline
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Okay, I refined my mod a bit.

Escort Flights, when approaching within 120 meters of the portal, will automatically fly towards the middle of the portal. When they fly within 10 meters, they will be removed. This is mainly a visual and balance improvement, as before they would be automatically removed within 120 meters, which made it easy to ambush a convoy at the portal.

Trader flights no longer have their built in escorts of 1-4 fighters. Instead they will have escort flights similer to the Convoy and Fleet scripts. As of now, they have 1 to 2 escort flights. I also disabled the SOS Command, as it is no longer necessary.

Pirate Walruses now move much slower, in order to remove the problem of these ships outrunning their escorts.

More testing will need to be done to see how these new changes would work. If the tests confirm these functions work, the mod will be packaged and released to you guys.

Last edited by Nanaki; 05-22-2010 at 01:07 PM.
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  #83  
Old 05-24-2010, 03:06 PM
Nanaki Nanaki is offline
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Here it is, the first official release of the fleetmod. Like all mods, I highly recommend you backup your Scripts and Game folders (in your SW3 directory) before installing this mod.

My mod is, in its default form, is not compatable with Goblin Wizard's mod. However, the only conflicting file is Carcasses.xml. The only changes I made to Carcasses was editing the Pirate Walrus, and adding the Azure Stormcrow (stormcrow_mk3), so with a little editing you should be able to make our mods compatable with eachother.

DO NOT download and use Convoy mod anymore, as Fleet Mod improves on everything Convoy Mod has done.

Edit: I just realized I kinda screwed up, I forgot to include the english locdata file necessary to properly see the Azure Stormcrow's name and description...
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File Type: zip FleetModBetav0.1.zip (779.5 KB, 674 views)

Last edited by Nanaki; 05-24-2010 at 06:47 PM.
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  #84  
Old 05-24-2010, 08:32 PM
skrzacik skrzacik is offline
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Quote:
Originally Posted by Nanaki View Post
My mod is, in its default form, is not compatable with Goblin Wizard's mod. However, the only conflicting file is Carcasses.xml. The only changes I made to Carcasses was editing the Pirate Walrus, and adding the Azure Stormcrow (stormcrow_mk3), so with a little editing you should be able to make our mods compatable with eachother.
it means that i have to not copy carcasses file from ur mod and only copy goblin wizards mod instead with rest of ur files and should be compatible together????

or we have to wait till u or goblin wizard make them compatible

im not strong enough with scripting thats why i asking u guys
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  #85  
Old 05-24-2010, 08:49 PM
Nanaki Nanaki is offline
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Both our mods require the appropriate carcasses entries in order to work, mine because of the Azure Stormcrow and the Pirate Walrus changes, his because of the Raven, Mataris, Bastard, and Scolm he implimented from SW2.

The changes take five seconds to do, but ill upload the zip anyway. Also uploaded is the missing locdata from the original zip.

Download GoblinCompatable ONLY if you plan on using Goblin's Mothership Mod, and extract the file to your Game folder.

Everyone who downloads Fleet Mod should download Locdata.zip regardless of weither you plan on using Goblin's Mod or not, extract the contents into your locdata directory. Make sure you back up your locdata folder first.
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File Type: zip LocData.zip (10.1 KB, 405 views)
File Type: zip GoblinCompatable.zip (22.7 KB, 217 views)
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  #86  
Old 05-24-2010, 10:42 PM
skrzacik skrzacik is offline
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im just finish a little tes and is so happy becouse space is not empty

after few combats with pirate fleets i can say GREAT WORK NANAKI

thank u

now i have to wait for improwed gui by goblin wizard and this fantastic game take lots of my time again

thank u again Nanaki
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  #87  
Old 06-09-2010, 01:06 PM
Trucidation
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Quote:
Originally Posted by Rastix View Post
it's minor update
some mission bugfixed
modding option unlocked (filetype modding)
Hello Rastix, do you have any other information on version 1.12?

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Originally Posted by Goblin Wizard View Post
You can easily add sound nearly anywhere you want. You need only this line:
Code:
PlaySound3D("wav filename", position, volume[0..1]);
Was just revisiting some older posts when this reminded me of a side project, adding "locking on target" beeps to missile launches (I played too much Wing Commander when I was young, lol). Not priority though, I haven't found appropriate sound yet. Space is still too quiet.

Edit:
Just realised entries in Rockets.xml have <work_sound> tags. This is a bit odd, as the explosion sound is in the explosion script (need to read through the whole chain of files, it's in the last one iirc) -- so I'm not sure what the work_sound tag is for. Then I saw that Carcasses.xml also uses work_sound tags for some ships' engine sounds. So I'm guessing those tags missiles use is for when the missiles are in flight.

-
Guys, do you know the difference between text that activates the conversation screen (press "L") and text that just appears on top of the screen? It's not easy to explain, I'll show pictures. Screenshot #1 shows conversation screen dialog - I believe the game is paused at this time. Screenshot #2 shows "chatter" - it stays on top of the screen for a few seconds before disappearing, it doesn't take any input from the player, and it doesn't make the conversation screen pop down.

I was wondering whether it's possible to attach triggers to a flight so that, when you come within range, some "chatter" text will display. (Not worrying about sound yet, just trying to see if making chatter appear is possible.)

If making chatter text is possible then I volunteer to find enough text to put in. Heck, if we can find out the relationship / disposition of that flight's faction to the player we can vary the kind of chatter as well (friend greetings, neutral greetings, tell to get lost, etc).
Attached Images
File Type: jpg StarWolves3--014.JPG (63.2 KB, 119 views)
File Type: jpg StarWolves3--019.JPG (61.5 KB, 122 views)

Last edited by Trucidation; 06-10-2010 at 04:29 AM.
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  #88  
Old 06-09-2010, 01:53 PM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by Trucidation View Post
Guys, do you know the difference between text that activates the conversation screen (press "L") and text that just appears on top of the screen?
For example function StartDialog("Dialog_file_name") activates conversation.
function pilot:Message("#string_name") just displays text window with pilot face on the left.

Quote:
Originally Posted by Trucidation View Post
I was wondering whether it's possible to attach triggers to a flight so that, when you come within range, some "chatter" text will display. (Not worrying about sound yet, just trying to see if making chatter appear is possible.)

If making chatter text is possible then I volunteer to find enough text to put in. Heck, if we can find out the relationship / disposition of that flight's faction to the player we can vary the kind of chatter as well (friend greetings, neutral greetings, tell to get lost, etc).
All you said is possible. The problem is that trigger reacts only on certain object. Trigger function checks object by id/name. You have to know the object id to set the trigger. You can't make trigger like "if an object in the area is frindly - say this, if hostile say that."
To get it works, you need to redone all flights creation scripts. Every newly created flight (id) has to be added to the dynamic table. Instead of one object the trigger will check the whole table. It's a lot of work. You will have to change every loacation script and all quests.
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  #89  
Old 06-09-2010, 02:09 PM
Trucidation
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Oh, only wanted them to "chatter" to player, not to each other -- that would be nice but too much work. Hmm, ID... for the player that would be the mothership right? That's how quests seem to trigger - if you fly to the target area with a fighter nothing happens.

Little things like traders greeting you, pirates telling you to stay out of their way, mercenaries bragging how much they made in the last job, the MSF warning you not to idle around busy flight lanes. If cannot detect relationship (friendly/neutral/etc) is ok, simply stick to using neutral greetings.
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  #90  
Old 06-09-2010, 07:04 PM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by Trucidation View Post
Little things like traders greeting you, pirates telling you to stay out of their way, mercenaries bragging how much they made in the last job, the MSF warning you not to idle around busy flight lanes. If cannot detect relationship (friendly/neutral/etc) is ok, simply stick to using neutral greetings.
You can detect relationship by GetTeamRelation() function.
If you only want other ships say something to you (mothership) it's easy. You attach trigger to certain flight which activates when near mothership.
My explanation was about situation when you want to attach trigger to mothership which activates when near other ship. This is much harder.
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