Nexus Modding > Scripting

Scripting Issues

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Arparso:
Or you can use the plain Select() command, if you want to gather the devices from all ships:


--- Code: ---Select(1, s.device & InSet(S.this,25));
--- End code ---

Mularac:
great, thanks. Arpaso, I take it that it can also be used in the SelectEx command, right?
EDIT: yep, it can.

The Old Dragon:
Well, after a little break (been playing Dragon Age) I'm back to working on N:TAA again.

As such I've run into a couple rather annoying bugs.

The first of which is that one of the scenes has a space station that it shouldn't have (belongs in another scene), thing is there's no mention of it except in the files where it's supposed to be. All I can think of at the mo is that both scenes are within the same asteroid field, though I've not seen this before...

The second being more of an annoyance as it doesn't interfere with gameplay. When a strikecraft leaves a hidden ship, the hidden ship comes up as an 'unidentified object' in the tactical display. I can get it to disappear again within a few seconds, but I'd prefer if it doesn't show up at all.Anyone got some different ideas on how to keep it hidden?

Mularac:
about the first one, how did you set that station, by the solar system editor or using something else?

and as for the second one, I know it's not the best programming, but how about a 0.01 tick rule with the hideship command in it?

The Old Dragon:
About the 'mystery' station,  in the scene where it's supposed to be I've added it via the 'AddLocation' command as it's held in the Stations.sobj file also included it's 'position'  data in the scene. As for the scene where it's not supposed to be, there's no call that I can find or mention of it anywhere  ?(

With the 'hidden ship', I've included commands to transfer the squadron to it's destination and to hide the launching ship as soon as each one launches. So it should remain hidden at all times.

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