Nexus Modding > Scripting
Behavior 4 as a 'holding pattern'
The Old Dragon:
As you're talking about asteroids...
For those who modify or write their own tacticstypes.ini, I strongly recommend leaving the asteroids where they are!
During my efforts with the Aurora project, I rearranged and cleared out the tacticstypes.ini which included the shipclass numbers being reassigned. I had quite a few 'anomalies' where asteroid meshes would appear in addition to where the ship mesh was and if I tried to create an asteroid field with the mission editor, then I got an instant CTD. Even if I created an asteroid field with the normal tacticstypes.ini in a standard mod, then copied the entities section data straight from that mission into the amended tacticstypes.ini mod mission, as soon as I tried to load the mission it was straight back to the desktop.
As always, I tend to suspect a little 'operator error' when I run into these problems, but I also believe that parts of the asteroid side of the game may be hardcoded too.
Keldane:
Thanks for that, Arparso! I'll have to look up all the commands you used so that I can properly understand what you did there.
Would it not also be possible to select any fatally damaged ships and convert them to Behavior 4 to clear sufficient space for additional ships to arrive?
The Old Dragon:
You colud try something like...
--- Code: ---E.Deadships:=GetFreeSel();
Select(E.Deadships,S.this:behaviour=2);
ExecList(E.Deadships,S.this:Behaviour:=4);
DeleteSelect(E.Deadships);
--- End code ---
Arparso:
Even shorter: ;)
--- Code: ---SelectEx(s.behaviour = 2, s.this:behaviour := 4);
--- End code ---
Mularac:
Small addendum: if you are after a true wreckyard, perhaps it would be best if the crosshair in each ship wouldn't appear at all, if you want that all you have to do is set the race_wreck race GUIcolor to 0 0 0 0.
in example:
--- Code: ---RACE # //race's number
Name "race_wreck"
Civilization # //the number of the cilization this race belongs to
GUIColor 0 0 0 0 // non-existent
RACE
--- End code ---
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