RCIX's Modding Kit

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
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posted on October 7th, 2009, 2:17 pm
I think I found a symbol no one mentioned...

Mixed Tech Bonus = ¯

Interesting how no one caught it....
posted on October 7th, 2009, 2:19 pm
Huh... I never noticed that was missing.
posted on October 7th, 2009, 5:04 pm
Yep.... never seen it in the list... though you have to admit some people can confuse it with the weapon range. I didn't notice the difference until I highlighted it.

To: RCIX

Don't forget that thing please... some of us still make mixed tech stuff. ;)
posted on October 8th, 2009, 2:02 am
Sure, i'll add it when i get a chance!
posted on October 8th, 2009, 8:29 pm
right in order to add a line of text for warpin ships u need to add a replace weapon for the warpped in vessel

Code: Select all
wpnname = "Warpin"
buttonslot = 0
replacement0class0 = "fed_nebula"
replacementevent = "FederationWarpinNebula"
replacementkeepname = 1
replacementafterwarpin = 1
classlabel = "replaceweapon"
special = 1
replacementmaintainorders = 1
replacementregisterasnew = 0
replacementcreationtype = 1
speakonattack = 0
attackspeech = 0



replacement0class0 = "fed_nebula" // changes the ship to a functional vessel
replacementevent = "FederationWarpinNebula" // this is an link to a location to the events.dat file

Code: Select all
FederationWarpinNebula{
Text "FEDERATION-NEBULA-ARRIVED"
SaveLocation
Global
Marker radius 32 shrink 0.05 time 1 color 0 1 0
}


Text "FEDERATION-NEBULA-ARRIVED" // this links to the code tag in the dynamic_localized_strings.h file which stores the text for wen the ship arrives

hope this helps
posted on October 11th, 2009, 11:01 pm
hi after looking into how warpin works i've noticed that there is a replace weapon code u forgot which is

replacementafterwarpin = 1
and as it suggests after the ship has arrived it is replaced
posted on October 14th, 2009, 8:44 am
Huh. I thought i got that one... I'll add it ASAP.
posted on October 26th, 2009, 7:07 pm
hi found another replace weapon code which is:

replacementselect = 0
0 = only keeps one section selected (i think the first item in the replace list)
1 = keeps all sections selected
posted on November 3rd, 2009, 9:51 pm
sorry guys more stuff

addmetal = 0.05 // adds 0.05 metal (connections) every second may work with other resources
alwaysactiveplayer = 1 // keeps the weapon active if under player control
alwaysactiveai = 1 // keeps weapon active under ai control
classlabel = "resourceweapon" // says the weapon is a resource weapon
posted on December 11th, 2009, 8:00 pm
Heh... this is not an Eclipse.org home plugin...  :sweatdrop:
posted on February 4th, 2010, 5:46 pm
does this work still with 3.1.1?
posted on February 4th, 2010, 5:53 pm
the string entries don't as far as i know
posted on March 10th, 2010, 4:41 am
*teleports in*

Yeah, sorry. I dropped out of the Fleetops community a while back. 1337_Gamer (or anyone else interested) is welcome to officially take over maintenance of this project, as i won't likely be coming back to it. I only ask that, far in the future, if i ever do decide to come back on then you let me help again with it :)

Sayonara, this is sort of my (official) goodbye post, it's been (mostly) good talking with you guys!

*teleports out leaving everyone blinded in a flash of light ;)*
posted on March 10th, 2010, 3:48 pm
too bad. :(  You will be missed by some of us anyway.
posted on March 10th, 2010, 9:34 pm
Darn shame: I hope somebody decides to take up the task.
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