Topic: Attention Pelican and/or Capt. Korah..  (Read 1538 times)

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Chris Jones

  • Guest
Attention Pelican and/or Capt. Korah..
« on: September 22, 2003, 10:26:09 pm »
I am a dummy when it comes to scripting for SFC.  I received an e-mail with this in it regarding my SFC3 TNG Mega Mod running on the beta patch..

Everytime I defeat an enemy empire's ship in my space, neutral, or theirs I get the prestige, a Devastating Defeat, and all 1500 of my rating (all of it) turns to zero.  Also, when I experience systems damage, I cannot repair in the supply dock screen (?, instead I tried buying new armor of the same class and it seemed to fix it, is this correct?).

I have no idea how to get things where they should be. I'm not really looikng for new scripts, but perhaps a way to make things work properly with the beta patch scripts.

I had some Pelican scripts in with the Mega Mod and read this on SFC3 Files:

This is a great mod, but when i play the federation conquest mode, and i attack an enemy, it counts down but it doesn't start.

My goal is to have everything work as best it can with the beta patch.

Thanks for any help.

Chris

 

Reverend

  • Guest
Re: Attention Pelican and/or Capt. Korah..
« Reply #1 on: September 23, 2003, 12:26:56 am »
Chris- I am making a Mod as well- a special simplified one for sorry players not unlike myself.... I am having the same problem, and he told me that I have an older script; it is 'Meta_Hail', and he said that he is working on another version of it that will comply easier with multiple races\ heavy modding... I am using a nine-race map by the way, are you? It might make a difference...
Either way, I was understanding it will be finished in a matter of days... if I get it before you, or before he contacts you through this forum or otherwise, I will Private Message you and also post my retrieval of that specific script in this very thread, so that you can get ahold of it....

knowing his ever-capable self, this is only a precursor to his own reply, and he might take care of that for you himself; either way, you'll have it in a matter of a few days.  
« Last Edit: December 31, 1969, 06:00:00 pm by Reverend »

Reverend

  • Guest
Re: Attention Pelican and/or Capt. Korah..
« Reply #2 on: September 23, 2003, 12:32:44 am »
Oh, as far as the damage repair goes, this might be your problem, also advised to me via Pelican...
OIpen up your Economy.gf file under what would normally be SFC\MetaAssets\ServerProfiles\SinglePlayer...

about halfway through the file, you'll have this:


// This is the cost of supplies in spacedock.
// note that MinimumBidFactor is similar to TradeIn
[Cost/Ship/SupplyDock]
Repair      = 1.0
TradeIn      = 1.0      // This should never be above 1.0 otherwise the player can trade in ship for more than cost of new one!
Missiles   = 1.0
Fighters   = 1.0
Shuttles   = 1.0
Marines      = 1.0
Mines      = 1.0
SpareParts   = 1.0


Change that '''Repair''' to "1", like mine, so that it will charge your one-to-one ratio... yours might be zero "0", which would not allow you to repair eve, something I have seen (I believe) in Pelican's Mod.... but I could be incorrect.

I hope this helps.....  

Chris Jones

  • Guest
Thanks
« Reply #3 on: September 23, 2003, 08:21:34 am »
Thanks Reverend - this is a help..  

Captain KoraH

  • Guest
Re: Attention Pelican and/or Capt. Korah..
« Reply #4 on: September 23, 2003, 10:26:27 am »
Hi Chris,


This looks like a script problem to me. If you use some ships in your mod that are not programmed into the new scripts it can cause strange things to happen like this. I use Pelican's scripts but he has to add each new ship in the DefaultCore.txt file to each new script for them to work properly. I think this is your problem.

KoraH

Reverend

  • Guest
Re: Attention Pelican and/or Capt. Korah..
« Reply #5 on: September 23, 2003, 11:09:59 pm »
well, suppose you don't have these ships in, or better yet, changed them? How do I edit the scripts?  

Chris Jones

  • Guest
I remember now..
« Reply #6 on: September 24, 2003, 09:14:25 am »
That makes sense, Capt.
In early 2003 Pelican asked for a copy of the defaultcore and loadout files to convert the missions for use in my mod. It all comes back now, lol.

Me thinks you need a C++ compiler to edit the missions. Or is there a mission editor for SFC3 somewhere that I missed?

 

Reverend

  • Guest
Re: I remember now..
« Reply #7 on: September 24, 2003, 10:39:34 am »
Well, unless I learn a bit of C++, I'd better like what I have then....  

Captain KoraH

  • Guest
Re: I remember now..
« Reply #8 on: September 24, 2003, 01:02:13 pm »
There is no mission script editor for SFC3 that I know of. C++ is the only way.  

The_Pelican

  • Guest
Re: I remember now..
« Reply #9 on: September 24, 2003, 01:16:49 pm »
Actually, in all of my latest scripts, they do not require ship names - only ship classes. That is why I need the Core files before I can finish the scripts, I need to know what ship classes are available for each race.

I believe the problem he is talking about refers to a bad Meta_Hail script that was included in DW4.0, I wasn't aware of it, but I do know about it. Unfortunately, I can't update the DW4.0 download. It's fixed in my most recent patch.

In the case of Meta_Hail, the original game script can be used.