Nexus Modding > Scripting
The AI and You
Mularac:
1- if the ship has been wrecked, then no, it can't be done.
2- Creating a list is only one way. You can issue the command to an individual ship, from wherever you got that ship's identifier, but I found myself using lists and selections 90% of the time.
Edit for 2:
Yeah, that's very easy to do.
first, you need to store the ships that are to jump on a list, because I'm guessing that until they are called they'll remain dissaperead, right? (disappeared ships can't be selected)
So add this line in your sceneInit rule:
--- Code: ---raptors := GetFreeSel();
selectShips(raptors, s.race = #race_raptor (or whatever race they are));
--- End code ---
Then disappear the ships that you know will appear as reinforcements later on.
Then, keep an eye out for the event that all raptor ships have been taken out:
--- Code: ---Rule Event FatalDamaged
condition e.ship:race=#race_raptor
:action
e.count := selectShips(0, s.race=#race_raptor);
if(e.count = 0,
m:Execlist(m.raptors, longRangeArrive(s.this)); //The M:execlist goes because the list raptors is stored in the mission block, and as such can only be accesed that way.
);
:end
END
--- End code ---
The_Small_Time_Modder:
Is it the same for a dynamic group? i put the ships in a dynamic group instead of having them dissappear in the coding. Or is it even possible with a dynamic group? ???
Mularac:
What do you mean a dynamic group?
The_Small_Time_Modder:
In the editor you can have a group of ships/objects become a dynamic group, it says so right in the modding manual...
i can even give you the page # and section.
Pg. 56 section 7.2.8
the result is that the objects dissappear from the game unless (i assume) called for by an event from the scripts.
Mularac:
oh yeah... the mystic dynamic block. I've been modding this game for about... 4 years now? and I still don't how the heck to work with that :P
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