Banner left   Banner center   Banner right

Germanenglish Home · News · Diary · Screenshots · Documentation (Wiki) · Downloads · Guestbook · Forum

Home · Benutzer registrieren · Suchen · Statistik · FAQ · Benutzerliste

Zur Zeit online: keiner ausser dir

 X-Force - Fight For Destiny - Forum —› English - gamesets —› the last hope

Seite: << [1] [2] [3] [4] [5] [6] 7 [8] [9] [10] >>

Autor Mitteilung
verfasst am: 20.01.2008, 21:20
Registrierdatum: 30.11.2007, 21:58

 Beiträge: 165
can you create human fractions that are friendly towards you or hostile (using diplomacy)
verfasst am: 20.01.2008, 23:51
Admin, Spielsatz GalWar

Registrierdatum: 31.08.2005, 21:51

 Beiträge: 5596
yes and no - as long as they don't appear in ground combat you can do many things with scripting, including putting up new pages for diplomacy.

In ground combat at the moment there are only enemies possible - that will change, but not for several versions.
verfasst am: 21.01.2008, 17:58 · Edited by: comaner
Registrierdatum: 30.11.2007, 21:58

 Beiträge: 165
How do you do that. And yes they wont appear in ground combat.(yet)
verfasst am: 21.01.2008, 20:56
Admin, Spielsatz GalWar

Registrierdatum: 31.08.2005, 21:51

 Beiträge: 5596
That needs real scripting knowledge, it can't be explained in a few words. Depending on what they should be able to do and which options the player has, we're speaking about a script that's several dozen times the size and complexity of that research-choice-script...
verfasst am: 23.01.2008, 13:03
Registrierdatum: 30.11.2007, 21:58

 Beiträge: 165
Then i should wait until the tutorial on it is translated.
verfasst am: 24.01.2008, 16:45
Registrierdatum: 30.11.2007, 21:58

 Beiträge: 165
Actuly when do you put sombody to translate the scriptting tutorial?
verfasst am: 24.01.2008, 18:25
Admin, Spielsatz GalWar

Registrierdatum: 31.08.2005, 21:51

 Beiträge: 5596
Wiki translations can be done by anyone at any time - some have already startet.
There won't be any special posting to ask for anyone to translate it, you'll have to wait until someone finds time to continue - sorry.
verfasst am: 24.01.2008, 20:29
Registrierdatum: 30.11.2007, 21:58

 Beiträge: 165
no hard feelings but can u create a script that u will need certan buildings to complete rescearch sutch as a autopsy lab (to autopsy aliens) weapon testing place or that will need to train soldiers combat simulator?
verfasst am: 25.01.2008, 05:56
Admin, Spielsatz GalWar

Registrierdatum: 31.08.2005, 21:51

 Beiträge: 5596
Zitat: comaner
will need certan buildings to complete rescearch

No - the only thing possible at the moment is to have the need for those buildings researched, but not the need to have them constructed.
verfasst am: 25.01.2008, 19:47
Registrierdatum: 30.11.2007, 21:58

 Beiträge: 165
Can u make a script that you cant salvage items until you developed a tech that will counter the auto distruct signal of the items.
verfasst am: 25.01.2008, 22:55
Registrierdatum: 10.11.2006, 19:42

 Beiträge: 178
I dont really know what you mean. But I have a Idea: You can store the weapon, but you can't use it because it would melt/explode/corrode/whatever, and after you research the tech, all the weapons are ersetzt (?) with a new weapon which you can use.
verfasst am: 26.01.2008, 13:08
Registrierdatum: 30.11.2007, 21:58

 Beiträge: 165
I mean if the user of the weapon dies the main base sends a signal to the self destruct device so it will destroy itself.you can't even take them from the ground combat.
example i shoot an enemy the enemy dies and then the equipment melts to a heap of usles scrap
verfasst am: 26.01.2008, 15:27
Registrierdatum: 10.11.2006, 19:42

 Beiträge: 178
You can't script the ground combat yet, so: no, you can't do this.
verfasst am: 26.01.2008, 17:46
Registrierdatum: 26.03.2006, 08:29

 Beiträge: 83
somehow you can; there is a checkbox in the alien equipment properties dialog called "fallen lassen" (drop). if you uncheck it, the item won't drop in ground combat, so this is very close to what you mean.
verfasst am: 26.01.2008, 18:43
Registrierdatum: 10.11.2006, 19:42

 Beiträge: 178
But he can't make the aliens drop the equipment if he researches his technology.
verfasst am: 28.01.2008, 20:52
Registrierdatum: 30.11.2007, 21:58

 Beiträge: 165
Wat if i created a second item with the same stats and name
and then i (or somebodyelse) creates a script that will desable the non dropeble items with the dropeble. so activating the dropeble and deactivating the not dropeble
verfasst am: 28.01.2008, 22:37
Admin, Spielsatz GalWar

Registrierdatum: 31.08.2005, 21:51

 Beiträge: 5596
won't be possible until 0.911 since the items of aliens can't be activated/deactivated.

0.911 will add a script command that allows you to modify the chance of an item appearing, and setting that chance to zero removes an item from the list of avaible alien equipment
verfasst am: 29.01.2008, 01:39
Registrierdatum: 10.11.2006, 19:42

 Beiträge: 178
I have an idea, but I don't know if it will work:
1. Make the equipment in the "alien equipment section".
2. Make your technology.
3. Copy the alien equipment and move it to the research section.
4. Make it researched in 0 hours, choose - your technology - as a Vorgänger, activate "ersetzt - the other equipment -" and "fallen lassen" and then move it back to alien equipment.
Maybe this will work, but i never tried it.
verfasst am: 29.01.2008, 05:43
Admin, Spielsatz GalWar

Registrierdatum: 31.08.2005, 21:51

 Beiträge: 5596
Zitat: Sindri
Maybe this will work, but i never tried it.

It won't
verfasst am: 29.01.2008, 18:54
Registrierdatum: 16.07.2007, 16:03

 Beiträge: 86
I don't have any knowledge with X-Script, but would it be possible to make a script that deletes all items of that type after every mission and doesn't delete them anymore after a certain technology is researched?

Seite: << [1] [2] [3] [4] [5] [6] 7 [8] [9] [10] >>




Du musst dich registrieren um auf dieses Thema zu antworten.
Login :: » Name » Passwort

Ladezeit (sec.): 0.026 · Powered by miniBB 1.6 with parts of 1.7 © 2001-2003