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 Заголовок сообщения: Re: Use English, please
 Сообщение Добавлено: 21 май 2010, 12:02 
Не в сети
Командор
Командор

Зарегистрирован: 24 ноя 2007, 15:45
Сообщений: 4273
Откуда: Подмосковье, Щёлково
It is Necessary to write new script in folder include!
When making the nave, write its ID in array.
In Mod SW2 have such, but will he works in CW do not know.

PS.[spoiler="The Example:"]function _true_condition()
return TRUE;
end;
------------------------------------------------------------------------------------------------------------------
-- СТАНДАРТНАЯ (ОДИНАКОВАЯ ДЛЯ ВСЕХ) ЧАСТЬ:
-- group - имя группы
-- sign - маска названия звена имен пилотов и истребителей
-- location - Vector3 координаты лидера звена
-- orient - ориентация звена, вектор
------------------------------------------------------------------------------------------------------------------
-- ИНДИВИДУАЛЬНАЯ ЧАСТЬ (ДЛЯ ВКС):
-- power - определяет остальные характеристики звена:
-- численность, состав ,типы кораблей (каркассы в подмассиве) и уровень пилотов...
-- type - тип звена
-- 1 - перехватчики (2,3,4,4,5,5,6,6,7,8),
-- 2 - истребители поддержки (2,3,4,4,5,5,6,6,7,8),
-- 3 - штурмовики (2,3,4,4,5,5,6,6,7,8),
-- 4 - ракетоносцы (2,3,4,4,5,5,6,6,7,8),
-- 5 - торпедоносцы (2,3,4,4,5,5,6,6,7,8),
-- 6 - корветы поддержки (пушки)(2,2,3,3,4,4,5,5,6,6,),
-- 7 - ударные корветы (ракеты)(2,2,3,3,4,4,5,5,6,6,),
-- 8 - крейсеры (1,1,2,2,3,3,4,4,5,5),
-- 9 - линкоры и дредноуты (1,1,2,2,3,3,4,4,5,5,
-- 10 - транспорты (2,2,3,3,4,4,5,5,6,6).
-- Примечание:
-- skill (мастерство пилотов) увеличено до 5!
------------------------------------------------------------------------------------------------------------------
-- В К С
------------------------------------------------------------------------------------------------------------------
function NewVksFlight(group, sign, location, type, power, orient)

local flight;
local Pilots = {"VksPilot", "VksOfficer", "VksAce", "VksSuperAce", "VksHyperAce"};

local InterceptorSpase = {
{"Yari_ino1", "Brigand_ino1"},
{"Brigand_ino1", "Brigand_ino1", "Hatchet_ino1"},
{"Yari_ino1", "Brigand_ino1", "Brigand_ino1", "Brigand_ino1"},
{"Excalibur_ino1", "Brigand_ino1", "Brigand_ino1", "Brigand_ino1"},
{"Excalibur_ino1", "Excalibur_ino1", "Yari_ino1","Excalibur_ino1", "Yari_ino1"},
{"Stormcrow_ino1", "Yari_ino1", "Brigand_ino1", "Excalibur_ino1", "Hatchet_ino1"},
{"Cleaner_ino1", "Excalibur_ino1", "Excalibur_ino1", "Yari_ino1","Excalibur_ino1", "Brigand_ino1"},
{"EvilEye_ino1", "Excalibur_ino1", "Stormcrow_ino1", "Excalibur_ino1","Excalibur_ino1", "Hatchet_ino1"},
{"Tiger_ino1", "Stormcrow_ino1", "Tiger_ino1", "Tiger_ino1", "Scolm_vks_1", "Excalibur_ino1", "Raptor_ino1" },
{"Gunslinger_ino1", "Trident_ino1", "Tiger_ino1", "Tiger_ino1", "Mataris_vks_1","Excalibur_ino1", "Excalibur_ino1", "Scolm_vks_1"}};

local InterceptorSpasePilotRoles = {
{"1","A", "1","D"},
{"1","A", "1","D", "2","D"},
{"1","A", "1","A", "2","A", "2","D"},
{"2","A", "2","A", "1","A", "3","D"},
{"3","A", "3","A", "2","A", "2","D", "3","R"},
{"3","A", "3","A", "3","A", "2","D", "4","R"},
{"4","A", "3","A", "3","A", "4","A", "3","D", "4","R"},
{"3","A", "4","A", "4","A", "4","A", "3","D", "5","M"},
{"3","A", "4","A", "4","A", "4","A", "4","A", "5","M", "5","R"},
{"3","A", "4","A", "4","A", "5","A", "5","A", "5","D", "M","A", "5","R"}};

local ProtectionFighter = {
{"Yari_ino1", "Brigand_ino1"},
{"Brigand_ino1", "Hatchet_ino1", "Hatchet_ino1"},
{"Yari_ino1", "Brigand_ino1", "Brigand_ino1", "Hatchet_ino1"},
{"Excalibur_ino1", "Brigand_ino1", "Brigand_ino1", "Hatchet_ino1"},
{"Excalibur_ino1", "Excalibur_ino1", "Yari_ino1", "Yari_ino1", "Hatchet_ino1"},
{"Stormcrow_ino1", "Yari_ino1", "Brigand_ino1", "Hatchet_ino1", "Hatchet_ino1"},
{"Cleaner_ino1", "Excalibur_ino1", "Excalibur_ino1", "Yari_ino1", "Brigand_ino1", "Brigand_ino1"},
{"EvilEye_ino1", "Excalibur_ino1", "Stormcrow_ino1", "Excalibur_ino1", "Hatchet_ino1", "Brigand_ino1"},
{"Tiger_ino1", "Stormcrow_ino1", "Tiger_ino1", "Tiger_ino1", "Scolm_vks_1", "Raptor_ino1", "Brigand_ino1"},
{"Gunslinger_ino1", "Trident_ino1", "Tiger_ino1", "Tiger_ino1", "Mataris_vks_1", "Scolm_vks_1", "Tiger_ino1", "Tiger_ino1"}};

local ProtectionFighterPilotRoles = {
{"1","A", "1","D"},
{"1","A", "1","D", "2","D"},
{"1","A", "1","A", "2","A", "2","D"},
{"2","A", "2","A", "1","A", "3","D"},
{"3","A", "3","A", "2","A", "2","D", "3","R"},
{"3","A", "3","A", "3","A", "2","D", "4","R"},
{"4","A", "3","A", "3","A", "4","A", "3","D", "4","R"},
{"3","A", "4","A", "4","A", "4","A", "3","D", "5","M"},
{"3","A", "4","A", "4","A", "4","A", "4","A", "5","M", "5","R"},
{"3","A", "4","A", "4","A", "5","A", "5","A", "5","D", "M","A", "5","R"}};

local StormTrooper = {
{"Yari_ino1", "Brigand_ino1"},
{"Brigand_ino1", "Hatchet_ino1", "Excalibur_ino1"},
{"Yari_ino1", "Brigand_ino1", "Brigand_ino1", "Excalibur_ino1"},
{"Excalibur_ino1", "Brigand_ino1", "Brigand_ino1", "Excalibur_ino1"},
{"Excalibur_ino1", "Excalibur_ino1", "Excalibur_ino1", "Yari_ino1", "Yari_ino1"},
{"Stormcrow_ino1", "Yari_ino1", "Brigand_ino1", "Excalibur_ino1", "Hatchet_ino1"},
{"Cleaner_ino1", "Excalibur_ino1", "Excalibur_ino1", "Tiger_ino1", "Yari_ino1", "Brigand_ino1"},
{"EvilEye_ino1", "Excalibur_ino1", "Stormcrow_ino1", "Tiger_ino1", "Excalibur_ino1", "Hatchet_ino1"},
{"Tiger_ino1", "Stormcrow_ino1", "Tiger_ino1", "Tiger_ino1", "Scolm_vks_1", "Tiger_ino1", "Raptor_ino1" },
{"Gunslinger_ino1", "Trident_ino1", "Tiger_ino1", "Tiger_ino1", "Mataris_vks_1", "Scolm_vks_1", "Gunslinger_ino1", "Gunslinger_ino1"}};

local StormTrooperPilotRoles = {
{"1","A", "1","D"},
{"1","A", "1","D", "2","D"},
{"1","A", "1","A", "2","A", "2","D"},
{"2","A", "2","A", "1","A", "3","D"},
{"3","A", "3","A", "2","A", "2","D", "3","R"},
{"3","A", "3","A", "3","A", "2","D", "4","R"},
{"4","A", "3","A", "3","A", "4","A", "3","D", "4","R"},
{"3","A", "4","A", "4","A", "4","A", "3","D", "5","M"},
{"3","A", "4","A", "4","A", "4","A", "4","A", "5","M", "5","R"},
{"3","A", "4","A", "4","A", "5","A", "5","A", "5","D", "M","A", "5","R"}};

local RocketCarrier = {
{"Naginata_ino1", "Brigand_ino1"},
{"Hammerhead_ino1", "Brigand_ino1", "Brigand_ino1"},
{"Naginata_ino1", "Brigand_ino1", "Hatchet_ino1", "Brigand_ino1"},
{"Hammerhead_ino1", "Hammerhead_ino1", "Brigand_ino1", "Brigand_ino1"},
{"Naginata_ino2", "Naginata_ino2", "Naginata_ino1", "Yari_ino1", "Brigand_ino1"},
{"Naginata_pat3", "Naginata_ino2", "Hammerhead_ino1", "Naginata_ino2", "Brigand_ino1"},
{"Bident_ino1", "Naginata_pat3", "Naginata_pat3", "Naginata_ino2", "Hatchet_ino1", "Brigand_ino1"},
{"Bident_ino2", "Naginata_pat3", "Bident_ino1", "Naginata_ino2", "Hatchet_ino1", "Brigand_ino1"},
{"Hrimturs_ino1", "Bident_ino2", "Bident_ino2", "Raptor_ino1", "Raptor_ino1", "Raptor_ino1", "Brigand_ino1"},
{"Hrimturs_ino2", "Hrimturs_ino1", "Bident_ino2", "Trident_ino1", "Trident_ino1", "Raptor_ino1", "Brigand_ino1", "Brigand_ino1"}};

local RocketCarrierPilotRoles = {
{"2","A", "1","A"},
{"2","A", "1","A", "1","A"},
{"2","A", "1","A", "2","A", "3","A"},
{"3","A", "2","A", "3","A", "4","A"},
{"3","A", "3","A", "2","A", "3","A", "4","A"},
{"3","A", "3","A", "3","A", "4","A", "4","A"},
{"4","A", "4","A", "3","A", "3","A", "3","A", "4","A"},
{"4","A", "4","A", "4","A", "2","A", "4","A", "5","A"},
{"5","A", "4","A", "4","A", "3","A", "3","A", "5","A", "5","A"},
{"5","A", "5","A", "5","A", "5","A", "4","A", "4","A", "4","A", "5","A"}};

local TorpedoCarrier = {
{"Naginata_ino1", "Brigand_ino1"},
{"Hammerhead_ino1", "Brigand_ino1", "Naginata_ino2"},
{"Naginata_ino1", "Brigand_ino1", "Hatchet_ino1", "Naginata_ino2"},
{"Hammerhead_ino1", "Hammerhead_ino1", "Brigand_ino1", "Naginata_ino2"},
{"Naginata_ino2", "Naginata_ino2", "Naginata_ino1", "Yari_ino1", "Naginata_ino2"},
{"Naginata_pat3", "Naginata_ino2", "Hammerhead_ino1", "Naginata_ino2", "Naginata_ino2"},
{"Bident_ino1", "Naginata_pat3", "Naginata_pat3", "Naginata_ino2", "Hatchet_ino1", "Naginata_ino2"},
{"Bident_ino2", "Naginata_pat3", "Bident_ino1", "Naginata_ino2", "Hatchet_ino1", "Naginata_ino2"},
{"Hrimturs_ino1", "Bident_ino2", "Bident_ino2", "Raptor_ino1", "Raptor_ino1", "Raptor_ino1", "Naginata_ino2"},
{"Hrimturs_ino2", "Hrimturs_ino1", "Bident_ino2", "Trident_ino1", "Trident_ino1", "Raptor_ino1", "Hrimturs_ino1", "Hrimturs_ino1"}};

local TorpedoCarrierPilotRoles = {
{"2","A", "1","A"},
{"2","A", "1","A", "1","A"},
{"2","A", "1","A", "2","A", "3","A"},
{"3","A", "2","A", "3","A", "4","A"},
{"3","A", "3","A", "2","A", "3","A", "4","A"},
{"3","A", "3","A", "3","A", "4","A", "4","A"},
{"4","A", "4","A", "3","A", "3","A", "3","A", "4","A"},
{"4","A", "4","A", "4","A", "2","A", "4","A", "5","A"},
{"5","A", "4","A", "4","A", "3","A", "3","A", "5","A", "5","A"},
{"5","A", "5","A", "5","A", "5","A", "4","A", "4","A", "4","A", "5","A"}};

local CorvetteGun = {
{"Butcher_nav1","Butcher_nav1"},
{"Butcher_nav1","Butcher_nav1"},
{"Butcher_nav1","Butcher_nav1","Butcher_nav1"},
{"Butcher_nav1","Butcher_nav1","Butcher_nav1"},
{"Butcher_nav1","Butcher_nav1","Butcher_nav1","Butcher_nav1"},
{"Butcher_nav1","Butcher_nav1","Butcher_nav1","Butcher_nav1"},
{"Butcher_nav1","Butcher_nav1","Butcher_nav1","Butcher_nav1","Butcher_nav1"},
{"Butcher_nav1","Butcher_nav1","Butcher_nav1","Butcher_nav1","Butcher_nav1"},
{"Butcher_nav1","Butcher_nav1","Butcher_nav1","Butcher_nav1","Butcher_nav1","Butcher_nav1"},
{"Butcher_nav1","Butcher_nav1","Butcher_nav1","Butcher_nav1","Butcher_nav1","Butcher_nav1"}};

local CorvetteGunPilotRoles = {
{"2","A", "2","A"},
{"2","A", "3","A"},
{"2","A", "2","A", "3","A"},
{"3","A", "2","A", "4","A"},
{"3","A", "3","A", "3","A", "4","A"},
{"3","A", "3","A", "4","A", "4","A"},
{"4","A", "4","A", "3","A", "3","A", "4","A"},
{"4","A", "4","A", "4","A", "4","A", "5","A"},
{"5","A", "4","A", "4","A", "3","A", "5","A", "5","A"},
{"5","A", "5","A", "5","A", "5","A", "4","A", "5","A"}};

local CorvetteRocket = {
{"Cavalier_pat1","Cavalier_pat1"},
{"Cavalier_pat1","Cavalier_pat1"},
{"Cavalier_pat1","Cavalier_pat1","Cavalier_pat1"},
{"Cavalier_pat1","Cavalier_pat1","Cavalier_pat1"},
{"Cavalier_pat1","Cavalier_pat1","Cavalier_pat1","Cavalier_pat1"},
{"Cavalier_pat1","Cavalier_pat1","Cavalier_pat1","Cavalier_pat1"},
{"Cavalier_pat1","Cavalier_pat1","Cavalier_pat1","Cavalier_pat1","Cavalier_pat1"},
{"Cavalier_pat1","Cavalier_pat1","Cavalier_pat1","Cavalier_pat1","Cavalier_pat1"},
{"Cavalier_pat1","Cavalier_pat1","Cavalier_pat1","Cavalier_pat1","Cavalier_pat1","Cavalier_pat1"},
{"Cavalier_pat1","Cavalier_pat1","Cavalier_pat1","Cavalier_pat1","Cavalier_pat1","Cavalier_pat1"}};

local CorvetteRocketPilotRoles = {
{"2","A", "2","A"},
{"2","A", "3","A"},
{"2","A", "2","A", "3","A"},
{"3","A", "2","A", "4","A"},
{"3","A", "3","A", "3","A", "4","A"},
{"3","A", "3","A", "4","A", "4","A"},
{"4","A", "4","A", "3","A", "3","A", "4","A"},
{"4","A", "4","A", "4","A", "4","A", "5","A"},
{"5","A", "4","A", "4","A", "3","A", "5","A", "5","A"},
{"5","A", "5","A", "5","A", "5","A", "4","A", "5","A"}};

local BigShipMilitaryCruiser = {
{"StoneArrow1"},
{"StoneArrow1"},
{"StoneArrow1","StoneArrow1"},
{"StoneArrow1","StoneArrow1"},
{"StoneArrow1","StoneArrow1","StoneArrow1"},
{"StoneArrow1","StoneArrow1","StoneArrow1"},
{"StoneArrow1","StoneArrow1","StoneArrow1","StoneArrow1"},
{"StoneArrow1","StoneArrow1","StoneArrow1","StoneArrow1"},
{"StoneArrow1","StoneArrow1","StoneArrow1","StoneArrow1","StoneArrow1"},
{"StoneArrow1","StoneArrow1","StoneArrow1","StoneArrow1","StoneArrow1"}};

local BigShipMilitaryCruiserPilotRoles = {
{"3","A"},
{"3","A"},
{"3","A", "3","A"},
{"3","A", "3","A"},
{"4","A", "3","A", "3","A"},
{"4","A", "4","A", "4","A"},
{"4","A", "3","A", "3","A", "4","A"},
{"5","A", "4","A", "3","A", "5","A"},
{"5","A", "4","A", "4","A", "5","A", "5","A"},
{"5","A", "5","A", "5","A", "5","A", "5","A"}};

local BigShipMilitaryLincor = {
{"Battleship_1"},
{"Nova_1"},
{"Battleship_1","Battleship_1"},
{"Nova_1","Battleship_1"},
{"Battleship_1","Battleship_1","Battleship_1"},
{"Nova_1","Battleship_1","Battleship_1"},
{"Nova_1","Battleship_1","Battleship_1","Battleship_1"},
{"Nova_1","Nova_1","Battleship_1","Battleship_1"},
{"Nova_1","Nova_1","Liberty_1","Battleship_1","Battleship_1"},
{"Nova_1","Nova_1","Nova_1","Liberty_1","Liberty_1"}};

local BigShipMilitaryLincorPilotRoles = {
{"3","A"},
{"4","A"},
{"3","A", "3","A"},
{"3","A", "4","A"},
{"4","A", "4","A", "3","A"},
{"4","A", "4","A", "4","A"},
{"4","A", "3","A", "3","A", "4","A"},
{"5","A", "4","A", "3","A", "3","A"},
{"5","A", "4","A", "4","A", "5","A", "5","A"},
{"5","A", "5","A", "5","A", "5","A", "5","A"}};

local TransportCargo = {
{"HM_Queen_02","Walrus_1"},
{"Arba","Walrus_1"},
{"ArbaBig","Arba","Walrus_1"},
{"Arba","Btransport","Btransport"},
{"Arba","Arba","Btransport","BristolTug"},
{"Arba","Arba","BristolTug","Btransport"},
{"ArbaBig","Arba","Arba","BristolHeavy","BristolHeavy"},
{"ArbaBig","BristolTug","BristolHeavy","BristolHeavy","ArbaBig"},
{"ArbaBig","ArbaBig","BristolHeavy","ArbaBig","BristolTug","BristolTug"},
{"ArbaBig","ArbaBig","ArbaBig","ArbaBig","ArbaBig","ArbaBig"}};

local TransportCargoPilotRoles = {
{"3","A", "2","A"},
{"3","A", "2","A"},
{"3","A", "2","A", "2","A"},
{"3","A", "3","A", "2","A"},
{"4","A", "3","A", "3","A", "4","A"},
{"4","A", "3","A", "3","A", "4","A"},
{"4","A", "2","A", "3","A", "3","A", "4","A"},
{"4","A", "2","A", "3","A", "3","A", "4","A"},
{"5","A", "3","A", "4","A", "4","A", "4","A", "5","A"},
{"5","A", "3","A", "4","A", "4","A", "5","A", "5","A"}};

local AlarmMesageVksShip = {
"ВНИМАНИЕ!|Обнаружены перехватчики ВКС Империи!",
"ВНИМАНИЕ!|Обнаружены тяжелые корабли ВКС Империи!",
"ВНИМАНИЕ!|Обнаружены истребители ВКС Империи!",
"ВНИМАНИЕ!|Обнаружены штурмовики ВКС Империи!",
"ВНИМАНИЕ!|Обнаружены ракетоносцы ВКС Империи!",
"ВНИМАНИЕ!|Обнаружены торпедоносцы ВКС Империи!",
"ВНИМАНИЕ!|Обнаружены тяжелые корветы ВКС Империи!",
"ВНИМАНИЕ!|Обнаружены ударные корветы ВКС Империи!",
"ВНИМАНИЕ!|Обнаружены тяжелые корабли ВКС Империи!",
"ВНИМАНИЕ!|Обнаружены транспорты ВКС Империи!"};
--str = "Внимание! "..array_type.alarm.."!";

local ship;
local pilot;
local grp = getglobal(group);
local orient = orient or Vector3(0,0,1);

if (GetLevelDifficult() == EASY)then
power = power - 1;
else
if (GetLevelDifficult() == HARD)then
power = power + 2;
end;
end;
if (power < 1)then
power = 1;
end;
if (power > 10)then
power = 10;
end;

if(sign == nil)then
return FALSE;
end;
if(power < 1 or power > 10)then
power = 1;
return FALSE;
end;
if(type < 1 or type > 10)then
type = 1
return FALSE;
end;

if(grp)then
flight = grp:CreateFlight("flight_"..sign);
else
return FALSE;
end;
setglobal("flight_"..sign, flight);

local level = power or 1;
local i1;
local skill;

if(type == 10)then
for i1, TransportCargoName in TransportCargo[level] do
ship = CreateCarcass(TransportCargoName, Vector3( 0, 0, 0) + location);
if(ship:ImBigShip())then
local CargoType = {"Uranium", "Cargo_02", "Plutonium", "ArmsChip3", "DF", "SystemChip4", "NUC", "T1", "T2", "SRM1", "SRM2"}; --ДОПОЛНИТЬ!
local MainCargo = RAND(10) + 1;
local MainCargoNum = power + RAND(6);
ship:AddModuleToInventory(CargoType[MainCargo],MainCargoNum);
for i = 1, power do
ship:AddModuleToInventory(CargoType[RAND(10) + 1],1);
end;
end;
if (TransportCargoPilotRoles[level][1] == "5")then
skill = 5
else
if (TransportCargoPilotRoles[level][1] == "4")then
skill = 4
else
if (TransportCargoPilotRoles[level][1] == "3")then
skill = 3
else
skill = 2
end;
end;
end;
pilot = CreatePilot(Pilots[skill]);
ship:AssignPilot(pilot);
flight:AddShip(ship);
if(i1 == 1)then
else
ship:SetRole(ROLE_ATTACK);
end;
setglobal("ship_"..sign, ship);
setglobal("pilot_"..sign, pilot);
end;
else
if(type == 9)then
for i1, BigShipMilitaryLincorName in BigShipMilitaryLincor[level] do
ship = CreateCarcass(BigShipMilitaryLincorName, Vector3( 0, 0, 0) + location);
if (BigShipMilitaryLincorPilotRoles[level][1] == "5")then
skill = 5
else
if (BigShipMilitaryLincorPilotRoles[level][1] == "4")then
skill = 4
else
skill = 3
end;
end;
pilot = CreatePilot(Pilots[skill]);
ship:AssignPilot(pilot);
flight:AddShip(ship);
if(i1 == 1)then
else
ship:SetRole(ROLE_ATTACK);
end;
setglobal("ship_"..sign, ship);
setglobal("pilot_"..sign, pilot);
end;
else
if(type == 8)then
for i1, BigShipMilitaryCruiserName in BigShipMilitaryCruiser[level] do
ship = CreateCarcass(BigShipMilitaryCruiserName, Vector3( 0, 0, 0) + location);
if (BigShipMilitaryCruiserPilotRoles[level][1] == "5")then
skill = 5
else
if (BigShipMilitaryCruiserPilotRoles[level][1] == "4")then
skill = 4
else
skill = 3
end;
end;
pilot = CreatePilot(Pilots[skill]);
ship:AssignPilot(pilot);
flight:AddShip(ship);
if(i1 == 1)then
else
ship:SetRole(ROLE_ATTACK);
end;
setglobal("ship_"..sign, ship);
setglobal("pilot_"..sign, pilot);
end;
else
if(type == 7)then
for i1, CorvetteRocketName in CorvetteRocket[level] do
ship = CreateCarcass(CorvetteRocketName, Vector3( 0, 0, (i1-1)*5) + location);
if (CorvetteRocketPilotRoles[level][i1 * 2 - 1] == "5")then
skill = 5
else
if (CorvetteRocketPilotRoles[level][i1 * 2 - 1] == "4")then
skill = 4
else
if (CorvetteRocketPilotRoles[level][i1 * 2 - 1] == "3")then
skill = 3
else
skill = 2
end;
end;
end;
pilot = CreatePilot(Pilots[skill]);
ship:AssignPilot(pilot);
flight:AddShip(ship);
if(i1 == 1)then
else
ship:SetRole(ROLE_ATTACK);
end;
setglobal("ship_"..sign.."_"..i1, ship);
setglobal("pilot_"..sign.."_"..i1, pilot);
end;
else
if(type == 6)then
for i1, CorvetteGunName in CorvetteGun[level] do
ship = CreateCarcass(CorvetteGunName, Vector3( 0, 0, (i1-1)*5) + location);
if (CorvetteGunPilotRoles[level][i1 * 2 - 1] == "5")then
skill = 5
else
if (CorvetteGunPilotRoles[level][i1 * 2 - 1] == "4")then
skill = 4
else
if (CorvetteGunPilotRoles[level][i1 * 2 - 1] == "3")then
skill = 3
else
skill = 2
end;
end;
end;
pilot = CreatePilot(Pilots[skill]);
ship:AssignPilot(pilot);
flight:AddShip(ship);
if(i1 == 1)then
else
ship:SetRole(ROLE_ATTACK);
end;
setglobal("ship_"..sign.."_"..i1, ship);
setglobal("pilot_"..sign.."_"..i1, pilot);
end;
else
if(type == 5)then
for i1, TorpedoCarrierName in TorpedoCarrier[level] do
ship = CreateCarcass(TorpedoCarrierName, Vector3( 0, 0, (i1-1)*5) + location);
if (TorpedoCarrierPilotRoles[level][i1 * 2 - 1] == "5")then
skill = 5
else
if (TorpedoCarrierPilotRoles[level][i1 * 2 - 1] == "4")then
skill = 4
else
if (TorpedoCarrierPilotRoles[level][i1 * 2 - 1] == "3")then
skill = 3
else
if (TorpedoCarrierPilotRoles[level][i1 * 2 - 1] == "2")then
skill = 2
else
skill = 1
end;
end;
end;
end;
pilot = CreatePilot(Pilots[skill]);
ship:AssignPilot(pilot);
flight:AddShip(ship);
if(i1 == 1)then
else
ship:SetRole(ROLE_ATTACK);
end;
setglobal("ship_"..sign.."_"..i1, ship);
setglobal("pilot_"..sign.."_"..i1, pilot);
end;
else
if(type == 4)then
for i1, RocketCarrierName in RocketCarrier[level] do
ship = CreateCarcass(RocketCarrierName, Vector3( 0, 0, (i1-1)*5) + location);
if (RocketCarrierPilotRoles[level][i1 * 2 - 1] == "4")then
skill = 5
else
if (RocketCarrierPilotRoles[level][i1 * 2 - 1] == "4")then
skill = 5
else
if (RocketCarrierPilotRoles[level][i1 * 2 - 1] == "3")then
skill = 3
else
if (RocketCarrierPilotRoles[level][i1 * 2 - 1] == "2")then
skill = 2
else
skill = 1
end;
end;
end;
end;
pilot = CreatePilot(Pilots[skill]);
ship:AssignPilot(pilot);
flight:AddShip(ship);
if(i1 == 1)then
else
ship:SetRole(ROLE_ATTACK);
end;
setglobal("ship_"..sign.."_"..i1, ship);
setglobal("pilot_"..sign.."_"..i1, pilot);
end;
else
if(type == 3)then
for i1, StormTrooperName in StormTrooper[level] do
ship = CreateCarcass(StormTrooperName, Vector3( 0, 0, (i1-1)*5) + location);
if (StormTrooperPilotRoles[level][i1 * 2 - 1] == "5")then
skill = 5
else
if (StormTrooperPilotRoles[level][i1 * 2 - 1] == "4")then
skill = 4
else
if (StormTrooperPilotRoles[level][i1 * 2 - 1] == "3")then
skill = 3
else
if (StormTrooperPilotRoles[level][i1 * 2 - 1] == "2")then
skill = 2
else
skill = 1
end;
end;
end;
end;
pilot = CreatePilot(Pilots[skill]);
ship:AssignPilot(pilot);
flight:AddShip(ship);
if(i1 == 1)then
else
if(StormTrooperPilotRoles[level][i1 * 2] == "D")then
ship:SetRole(ROLE_DEFEND);
else
if(StormTrooperPilotRoles[level][i1 * 2] == "M")then
ship:SetRole(ROLE_MISSLEDEFENCE);
else
if(StormTrooperPilotRoles[level][i1 * 2] == "R")then
ship:SetRole(ROLE_REPAIR);
else
ship:SetRole(ROLE_ATTACK);
end;
end;
end;
end;
setglobal("ship_"..sign.."_"..i1, ship);
setglobal("pilot_"..sign.."_"..i1, pilot);
end;
else
if(type == 2)then
for i1, ProtectionFighterName in ProtectionFighter[level] do
ship = CreateCarcass(ProtectionFighterName, Vector3( 0, 0, (i1-1)*5) + location);
if (ProtectionFighterPilotRoles[level][i1 * 2 - 1] == "5")then
skill = 5
else
if (ProtectionFighterPilotRoles[level][i1 * 2 - 1] == "4")then
skill = 4
else
if (ProtectionFighterPilotRoles[level][i1 * 2 - 1] == "3")then
skill = 3
else
if (ProtectionFighterPilotRoles[level][i1 * 2 - 1] == "2")then
skill = 2
else
skill = 1
end;
end;
end;
end;
pilot = CreatePilot(Pilots[skill]);
ship:AssignPilot(pilot);
flight:AddShip(ship);
if(i1 == 1)then
else
if(ProtectionFighterPilotRoles[level][i1 * 2] == "D")then
ship:SetRole(ROLE_DEFEND);
else
if(ProtectionFighterPilotRoles[level][i1 * 2] == "M")then
ship:SetRole(ROLE_MISSLEDEFENCE);
else
if(ProtectionFighterPilotRoles[level][i1 * 2] == "R")then
ship:SetRole(ROLE_REPAIR);
else
ship:SetRole(ROLE_ATTACK);
end;
end;
end;
end;
setglobal("ship_"..sign.."_"..i1, ship);
setglobal("pilot_"..sign.."_"..i1, pilot);
end;
else
if(type == 1)then
for i1, InterceptorSpaseName in InterceptorSpase[level] do
ship = CreateCarcass(InterceptorSpaseName, Vector3( 0, 0, (i1-1)*5) + location);
if (InterceptorSpasePilotRoles[level][i1 * 2 - 1] == "3")then
skill = 3
else
if (InterceptorSpasePilotRoles[level][i1 * 2 - 1] == "3")then
skill = 3
else
if (InterceptorSpasePilotRoles[level][i1 * 2 - 1] == "3")then
skill = 3
else
if (InterceptorSpasePilotRoles[level][i1 * 2 - 1] == "2")then
skill = 2
else
skill = 1
end;
end;
end;
end;
pilot = CreatePilot(Pilots[skill]);
ship:AssignPilot(pilot);
flight:AddShip(ship);
if(i1 == 1)then
else
if(InterceptorSpasePilotRoles[level][i1 * 2] == "D")then
ship:SetRole(ROLE_DEFEND);
else
if(InterceptorSpasePilotRoles[level][i1 * 2] == "M")then
ship:SetRole(ROLE_MISSLEDEFENCE);
else
if(InterceptorSpasePilotRoles[level][i1 * 2] == "R")then
ship:SetRole(ROLE_REPAIR);
else
ship:SetRole(ROLE_ATTACK);
end;
end;
end;
end;
setglobal("ship_"..sign.."_"..i1, ship);
setglobal("pilot_"..sign.."_"..i1, pilot);
end;
end;
end;
end;
end;
end;
end;
end;
end;
end;
end;
flight:SetFormation("shipFormation");
flight:SetOrientation(orient);
return flight;
end;[/spoiler]

_________________
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 Заголовок сообщения: Re: Use English, please
 Сообщение Добавлено: 21 май 2010, 18:22 
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Thanks for the script. It's random flight generation script. Something similar exists in SW3:CW. I've been asking about flight generated by the game engine itself.
Example: When you putting your hero into a fighter and launching him, the engine surely generates the flight. I don't know this flight parameters. I would like to know if there is possibility to get this flight parameters and copy them creating another flight.

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 Заголовок сообщения: Re: Use English, please
 Сообщение Добавлено: 22 май 2010, 08:20 
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It is impossible.
We can copy the flight, but all the modules in it will be different.


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 Заголовок сообщения: Re: Use English, please
 Сообщение Добавлено: 23 май 2010, 16:00 
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1. Is it possible to add new modules like e.g. turret with rocket luncher?
---- EDIT ----
another question:
2. Is it possible to make a function like:
if pilot (inside certain volume) HasPerk("XXX") then do something.
How to check all pilots inside certain area when I don't know their names, flghts etc.? The trigger (_EVENT_INSIDEVOLUME) has to be set to one object. How to avoid this?
I don't need whole function, just some clues.

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 Заголовок сообщения: Re: Use English, please
 Сообщение Добавлено: 24 май 2010, 23:26 
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bump and another questions:
1. function "GetCarcassCountInSphere" - Is it possible to get positions of all counted carcasses?

2. Alien Poison Torpedo - activates ShipPoisoning.script. Is it possible to get position of the torpedo at the moment of exploding (when the ShipPoisoning.script is activated).

check my previous post and PLEASE, HELP !!!

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 Заголовок сообщения: Re: Use English, please
 Сообщение Добавлено: 25 май 2010, 00:10 
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Goblin_Wizard писал(а):
bump and another questions:
1. function "GetCarcassCountInSphere" - Is it possible to get positions of all counted carcasses?

2. Alien Poison Torpedo - activates ShipPoisoning.script. Is it possible to get position of the torpedo at the moment of exploding (when the ShipPoisoning.script is activated).

check my previous post and PLEASE, HELP !!!

It would be a litlle bit clearer to understand what you want if you could share some of your ideas of what you REALLY whant to get.
Sorry, but for me now it looks like you came here to get as much as possible from these stupid Russians.

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 Заголовок сообщения: Re: Use English, please
 Сообщение Добавлено: 25 май 2010, 01:54 
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Michael Moon писал(а):
It would be a litlle bit clearer to understand what you want if you could share some of your ideas of what you REALLY whant to get.
Sorry, but for me now it looks like you came here to get as much as possible from these stupid Russians.

:shock: Yes. I'm really shocked. I'm sorry if you have such the impression. How should I ask the questions to not offend you? I really don't know. I don't like long posts about everything so I've tried to be as much specific as possible (without unnecessary talking). But if you want to know my ideas - no problem:

The main idea is make a new type of torpedo. Alien Poison Detonator uses ShipPoisoning.script to activate a function. You can put everything is this function but it's always this one function for each Detonator. I'd like to change this function to make torpedo acts like a big bomb. I want to "ApplyImpulse" to every ship in the area of effect (to simulate blast wave effect). I want the vector of the explosion goes from the center of the explosion (torpedo position during explosion) to certain ship. To get this vector I need two points in space: position of the ship and position of the torpedo). I need this vector for ApplyImpulse function.
If you check my previous posts you'll see methods I've tried. For now, no success.
Now you know the whole idea.

P.S. I'm asking you guys because I don't know any other who knows as much as you about this game. I don't share my knowledge with you because it's nothing to share. You know more than me. I thought it's simple. :?
I want to apologize everyone who feels offended.

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 Заголовок сообщения: Re: Use English, please
 Сообщение Добавлено: 26 май 2010, 01:52 
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Not umbrage, but in this there is and your blame!
In its Mod, you used some ideas got on this forum, but did not give no references to forum!
This has insulted some my colleagues!
Correct This misunderstanding and all will be in order!
Work either as previously, but henceforward not forget about group :)

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 Заголовок сообщения: Re: Use English, please
 Сообщение Добавлено: 26 май 2010, 14:12 
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Ok. I'll put the link to your forum in the next version of my mod. I hope it's an only problem. Will it be enough? Are we good now?

But let me know one thing: Which ideas form your forum are included in my mod now? I'm not talking about explaining how this or that function,parameter etc. works. I do this near every day on different forums (about this and other games) and not demand to put me in the credits. I'm talking about real ideas and solutions.

Please, don't get me wrong. You've done great things for me but most of the real ideas from this forum aren't in the mod yet. Jeeez...Krink even made a special version of the "gift" only for me what I appreciate a lot (saying truth, he is like a guru for me). I'm not trying to steal your ideas or something. I'm not selling my mod too. My mod is still very early beta. It's absolutely nothing comparing to your 1.7 GB "Operation Orion" outstanding mod. In my opinion you are slightly overreacting.


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 Заголовок сообщения: Re: Use English, please
 Сообщение Добавлено: 26 май 2010, 15:33 
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The Friend!

I personally this problem does NOT INTEREST!
I can give you WHOLE information on "Operation Orion"!
Use!

But this MY PERSONAL OPINION!


Here is variant of the new set перков for Orion. To use :)

[spoiler="All Perks For Orion"]Изображение[/spoiler]

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 Заголовок сообщения: Re: Use English, please
 Сообщение Добавлено: 27 май 2010, 10:11 
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Aleksty писал(а):
In its Mod, you used some ideas got on this forum, but did not give no references to forum!
This has insulted some my colleagues!
Correct This misunderstanding and all will be in order!


Aleksty thanks for your support. You are doing great job here. You act like a real negotiator. I appreciate that but I think your colleagues can speak for themself. Have I insulted them so much that they don't want to speak with me anymore?

I placed the link to your forum as you said so I think everything is in order now, right? If I can do anything else for you let me know.

Sooo... I'll try to put my questions once again:

1. The main idea is make a new type of torpedo. Alien Poison Detonator uses ShipPoisoning.script to activate a function. You can put everything is this function but it's always this one function for each Detonator. I'd like to change this function to make torpedo acts like a big bomb. I want to "ApplyImpulse" to every ship in the area of effect (to simulate blast wave effect). I need the vector of the explosion that goes from the center of the explosion (torpedo position during explosion) to certain ship. To get this vector I need two points in space: position of the ship and position of the torpedo). I need this vector for ApplyImpulse function (or maybe Push function).
ShipCanBePoisoned(ship) function gives only the ship, not the position of torpedo. Trigger (_EVENT_INSIDEVOLUME) has to be set to one object so I think it won't help. Function "GetCarcassCountInSphere" reruns quantity of the ships inside the sphere but is it possible to get positions of those ships?

You know what I'm trying to do. Is there any solution for my problem?

2. Is it possible to add new modules like e.g. turret with rocket luncher (luncher barrel)?

3. I've tried to use AddModule function to reload rocket luncher during a flight. Unfortunately, it doesn't work. What should be the target of AddModule function? Carcass name, ship id ?


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 Заголовок сообщения: Re: Use English, please
 Сообщение Добавлено: 27 май 2010, 12:03 
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Here is FULL list function, which MUST!!! work in play!
This is taken from SW1, on it there is sourse.
Personally I did not use and 10% so can not say that here really works, but that no.

With torpedo someone else me is done only one operation!
I have taken away cloud, and now, after shot, horribly and incomprehensibly why your nave bursts :)

The File agreeable to for blasts of the rockets, ALL ROCKETS, in play only one - Explosion.esc!!!!!
This certainly it is necessary to correct

In that direction, in which work you, I did not work so nothing can not advise, alas.... :(

We do not try to CHANGE something cardinal! Us have no for this possibilities so it happens to to bluff.
Advise to go on this way :)

Mozheshi to use OUR (the reference!) triggers from archive!
They work only once and their no need to delete from memory!

PS.On cause of the tricks!

try to framework to hitch the effect!
create;produce Its!
At least once, purely visual, you obtain that, what want.
But force object (rocket) do that you it is necessary, is hardly got

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 Заголовок сообщения: Re: Use English, please
 Сообщение Добавлено: 27 май 2010, 12:44 
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Dowloads?

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 Заголовок сообщения: Re: Use English, please
 Сообщение Добавлено: 27 май 2010, 15:15 
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For gets ships in the sphere... save`s all created ship in array and find all the ships on the distance to the center of the sphere. For save`s all create`d ships - write function MyCreateShip. In this function write create`d ship and save it to array. Replace all scripts string "CreateShip" on "MyCreateShip". But you should check the ship to death.

In the tirgger you can set one integer field. Example:
trigger=CreateTrigger();
--//--
trigger:AssotiateTrigger(you_integer_field);
In the trigger`s function:
local myTriggerContext = GetTriggerContext();
local you_integer_field = myTriggerContext:GetAssotiatedData();
But it will not work with all types of the trigger.

To create such a bomb could try to do is not rocket, and Special.
With use special created carcass and it move to the target. Create timer trigger (for blow carcass by time) and create trigger for check hit. An explosion you know bomb(carcass) position and find all ship in the sphere.


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 Заголовок сообщения: Re: Use English, please
 Сообщение Добавлено: 27 май 2010, 16:02 
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Aleksty писал(а):
Dowloads?

Yes, I've downloaded your list of functions. It's very similar to the list in this topic.

krink thanks for the answers. I'll try to do as you said. What about 2 others questions? Any ideas?


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