Nexus Modding > Scripting

Campaign Scripting

<< < (3/4) > >>

The Old Dragon:
Incase you have't located it yet, there's also a 'shiptypes.ini' file which controls what goes in the uper center of the loadout screen (think that's the one you mean, yes?).

But great work on figuring this out so far,  helped me so much in N:TAA :)

Keldane:
Perhaps this is a bit of a foolish question, and is there a way to include briefings/pre-mission loadout screen in one off missions?

The Old Dragon:
Only if you want to write a one mission campaign, I'm afraid.

'Mod_missions'  don't have access to the required 'Story' folder which has the all the rules and briefing files.

Mularac:
Ok, while doing some exploring with the "SETS" of a weapon and a shipclass I've reached a conclusion: Somehow, the game links one of these main sets numbers (in weapons the fourth and in flaks the third, havent got into shields and other devices yet)  to certain labels, for example:

Set 31 would be normal weapons, 32 heavy ones and 34 and (at least) 39 special weapons, however, 34 is used for somehow "unusual" weapons and 39 is used mostly (or only) for flaks.
However, I don't have a clue how the game "links" those numbers, and that if is possible to add more "labels" (The Special Weapons label, for example is the text script of the line: fltcap_devcat_special_weapon as seen in the gsflt_captions.ini file in the textsSYSTEXTS folder).

I fear this might be a hardcored setting of the game, but it never hurts to ask.

Arparso:
I believe those are hardcoded. The only slot- or set-related setting I was able to find was in tacticsbase.ini:


--- Quote ---DEVICESLOTS
    1  8   -   90   31 32 34 35 ;         // normal weapon
    9  9   -   110   33 ;            // siege weapon
   10 13   -   100   39 ;            // flak
   14 14   -   90   41 42 43 ;         // shield
   15 15   -   90   51 52 ;            // main engine
   16 16   -   90   53 ;            // aux engine
   17 18   -   120   54 55 56 ;         // special engine
   20 22   M   90   61 62 63 64 65 66 67 81 ;   // support devices except weapon generators, and IP drive
   23 23   M   60   71 72 73 ;         // weapon generator
   24 24   M   90   38 ;            // mechanoid emitter
DEVICESLOTS
--- End quote ---

According to the modding manual this just links set numbers to the actual #slots# and #angles# defined in the 3d model itself: for example the first line enforces, that every weapon put into one of the eight regular weapon slots (#slot 1-8#) has to belong to at least one of the sets 31, 32, 34 or 35. I believe those are directly translated to the four ingame categories like that:

31 - normal weapons
32 - heavy weapons
33 - siege weapons
34 - special weapons
35 - special weapons (scanner)
39 - special weapons (flak)

Every weapon belongs to at least one of these sets. There are lots of other weapon sets, however, and some of them are even being used by ingame command or AI scripts. For example the game might use this to get all artillery missiles:


--- Code: ---S.weapon & S.working & InSet(S.this, 2) & InSet(S.this, 5) & S.count!=0
--- End code ---

It checks for working weapons with some ammunition left, which belong to set 2 (hull destroying weapons) and set 5 (missile weapons). Sadly this kind of set grouping isn't documented anywhere. When creating your own custom weapons and devices, you basically have to guess to which sets you should add your device... if you miss an important set, certain commands or AI routines might ignore your custom device altogether. For example you could forget to add your custom artillery missile to set 5, which would result in the artillery command not firing your missile, although the weapon works perfectly in manual control mode.

I've attached a spreadsheet about the default sets Nexus' uses (at least according to my own knowlegde). Maybe that'll be helpful.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version