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 X-Force - Fight For Destiny - Forum —› English - gamesets —› how to make a new gameset

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Autor Mitteilung
verfasst am: 04.12.2007, 22:24
Programmierer, allgemeines

Registrierdatum: 06.06.2004, 17:19

 Beiträge: 3186
Zitat: DirkF
MIssionType=mzObjects allows the scripter to make the script termination dependend on the existence of one or more Objects (like UFOs or groundcombattasks).
You have to register those objects with the script and the script will terminate when all the registered objects have been deleted (or after first "StartMission" if the startmission doesn't register any objects.

Ähh, thats 0.911 only ;)
verfasst am: 04.12.2007, 22:32
Registrierdatum: 27.06.2007, 12:16

 Beiträge: 658
Zitat: DirkF
There are two mistakes, but not the ones BlackBetty postet.

Perhaps I'm stil a rookie :D
verfasst am: 05.12.2007, 09:07
Spielsatz Darkage

Registrierdatum: 01.03.2005, 13:47

 Beiträge: 1846
Zitat: Natter
If someone could make an automatic translation of the tutorial in the wiki,

I thought about translating it (after a few pages) as start of my second round of learning ;) at the beginning of the new year.
But as thinks go, my shedule changed a bit, I don't know if I have time in the next two weeks and I have some things I have to finish this year.
verfasst am: 05.12.2007, 12:35 · Edited by: comaner
Registrierdatum: 30.11.2007, 21:58

 Beiträge: 165
but can somebody send me a script that make the stronger ufos only apear when you shot down enof ufo's and a schript to split your reschearch pats
verfasst am: 05.12.2007, 13:19
Admin, Spielsatz GalWar

Registrierdatum: 31.08.2005, 21:51

 Beiträge: 5595
Zitat: comaner
that make the stronger ufos only apear when you shot down enof ufo's

That isn't as easy as it sounds, because it consists of two parts.

The easy part is the activation of the stronger UFO. If you remove the Activation-Flag from those UFOs in the editor they won't appear until some script sets that flag again.
To do that you need only a very simple Script:

procedure StartMission
begin
ufo_api_ChangeActiveState(ModelID, true);
end;

The Model-ID can be read in the Editor as the ID-Number of the UFO.

The tricky part is the detection when this script should be started.
With the editor you can set the start conditions only to time or completed research or something like this.
To make this script dependend on the number of UFOs shot down you need a way to count that number. And that is only possible with scripted UFOs, which means that you have to implement the whole block of how to create scripted UFOs and add an counter-procedure to their shootdown-Events.

And at the moment I don't have time to modify the existing scripts to this level - the short UKI examples in the Wiki do not include a shotdown counter, and their full counterpart in the galactic war do much more (they would be some form of overkill for what you want)

Zitat: comaner
a schript to split your reschearch pats

Open the galactic war and copy the script "RES004Waffenwahl".
The first part creates WLIST as a list for the player what to choose between, the while-loop waits until the player has choosen one of the options and then the case-construct activates a single research project depending on that choice.
Hint: What appears to be racenames are in reality only numbers set in one of the units of that script. "Igleran" stands for the number zero, Xeltaan for one, and so on.
You NEED numbers for those program lines to function correctly, but that would have made the script more difficult to read. So I defined the racenames as constant numbers in DEF_0constants to improve the readability of the scripts.
verfasst am: 05.12.2007, 14:07
Registrierdatum: 30.11.2007, 21:58

 Beiträge: 165
thanx but i do not use it for alien tech but for human tech
verfasst am: 05.12.2007, 15:00 · Edited by: DirkF
Admin, Spielsatz GalWar

Registrierdatum: 31.08.2005, 21:51

 Beiträge: 5595
Zitat: comaner
thanx but i do not use it for alien tech but for human tech

It is for human tech - you can't use that script for anything other but human technologies.

That's why I gave the hint - the "names" can be anything you want them to be, and they don't need to fit the research descriptions.
I had chosen the alien name numbers because each of the human techs in the galactic war follows the description of the weapons of a different alien race.
verfasst am: 05.12.2007, 15:31
Registrierdatum: 29.07.2005, 09:20

 Beiträge: 147
I just started to translate the tutorial in the wiki.

First of all, I try to get the english pages on the same updated level as the german ones are, then I will translate the headlines.

After that, everyone should at least be able to reach the page of interest and if there is time left, I will (at least partly) translate the contents...

@Natter: If you plan some major changes, please inform me, I will then concentrate on other parts first...
verfasst am: 05.12.2007, 15:35
Spielsatz Darkage

Registrierdatum: 01.03.2005, 13:47

 Beiträge: 1846
verfasst am: 05.12.2007, 16:21 · Edited by: comaner
Registrierdatum: 30.11.2007, 21:58

 Beiträge: 165
can aliens build bases
and you best translate the beginings first into english then almost every one can learn at least the basics
verfasst am: 05.12.2007, 16:48 · Edited by: comaner
Registrierdatum: 30.11.2007, 21:58

 Beiträge: 165
verfasst am: 05.12.2007, 19:17
Registrierdatum: 27.06.2007, 12:16

 Beiträge: 658
The link doesn't work. ^^ I don't want a registration at filefront, I want to download your gameset ^^ Please check that and post the correct link again.
verfasst am: 05.12.2007, 20:11
Admin, Spielsatz GalWar

Registrierdatum: 31.08.2005, 21:51

 Beiträge: 5595
He postet the upload-Link (what only he could access, therefore the passwort request).

We need the download link - and without knowing how he named the gameset we can't even search for it

@Comaner:
Please post the Link in a NEW discussion with your gameset name in the title, not in a discussion where people look to find answers how to create their own gamesets ;-)

Zitat: comaner
can aliens build bases

not implemented yet.
you could simulate a base by creating your own map-file and then script a ground combat mission without an UFO.
verfasst am: 05.12.2007, 20:36 · Edited by: comaner
Registrierdatum: 30.11.2007, 21:58

 Beiträge: 165
sorry for the trouble and ok i wil start a new post. there is a working link to the download page. and dirkF you are the programer of the galactic war right. may i know how many races are gone be in the galwar gameset.
verfasst am: 10.12.2007, 19:15 · Edited by: Admin
Registrierdatum: 30.11.2007, 21:58

 Beiträge: 165
also can u explain the armor mechanics here becouse i have a feeling the alien armors are to weak and my weapons to strong.

DirkF: Beitrag verschoben von hier
verfasst am: 10.12.2007, 19:33 · Edited by: Admin
Admin, Spielsatz GalWar

Registrierdatum: 31.08.2005, 21:51

 Beiträge: 5595
Zitat: comaner
can u explain the armor mechanics

That is a bit more than a few sentences. Please try to get the following link through an online translater, and ask the remaining question.

http://www.xforce-online.de/forum/index.php?action=vthread&forum=29&to pic=1572


Also - this question has nothing to do specifically with your gameset, so you should not ask it in this discussion but in the other one for general questions about gameset creation - the one you startet some time ago.
I'm moving this posts to that topic...

DirkF: Beitrag verschoben von hier
verfasst am: 11.12.2007, 20:18 · Edited by: BlackBetty
Registrierdatum: 27.06.2007, 12:16

 Beiträge: 658
How du you translate a gameset into german/english? I tried to do that with changing the language with the online updater. But if I do that, i can just type in the language I choose. The names of the projects are still in english, if i choose he german language again.

I did that with the 0.911 and I don't have any idea.
verfasst am: 11.12.2007, 20:51
Admin, Spielsatz GalWar

Registrierdatum: 31.08.2005, 21:51

 Beiträge: 5595
Zitat: BlackBetty
How du you translate a gameset into german/english?

http://www.xforce-online.de/forum/index.php?action=vthread&forum=37&to pic=1794
It's described in the second half of the first post.
Basically you export the language file from the editor (Datei-Sprachen.. or File-Languages..) and then open it with a normal text editor.
verfasst am: 11.12.2007, 21:03
Registrierdatum: 27.06.2007, 12:16

 Beiträge: 658
If i had seen that I wouldn't have posted my question. ^^

(I hope that's the right tense o.O ^^)
verfasst am: 13.02.2013, 14:59
Registrierdatum: 03.02.2013, 16:31

 Beiträge: 1
Is it possible to make a set number of UFO show all at the same time?

I would like to add Ufo to attack as wave rather than one at a time.


Thank.

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