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Re: demo modding
Thx i still have no clue what to do though, ill have to examine vwery carefally
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Re: demo modding
I have no clue how still, and does anyone know where to find the right places to save the slotmodder? i have been haveing lots of truble with that lately.
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Re: demo modding
oh well i dont need helping now anymore, i decieded to play with different files and found oe that works
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Re: demo modding
You can put the slotmodder anywhere you like.
It opens and edits the "Main_ComponentConfigurationSlots<enemy/player>.txt" files. When you run the slotmodder, just select file->open and browse to the one you want to edit. |
who cares
oh stupid me that sounded like what type the components are Stupid me
Anyway i now have a nice little concept for torpedo ammuniton. i have been reading the st voyager sires lately(for those of you that dont know, voyager gut pulled to the other side of the galaxy, and has to find its way home) and i was thinking, that if something like mines were used this could happen, but i have no clue how! |
Re: who cares
I suppose you could use kamikaze fighters, if you can figure out how to make them suicidal.
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Re: who cares
Which won't be easy. http://forum.shrapnelgames.com/images/smilies/happy.gif I tried modding the AI Script to get them to do just that, but they tend to stop 10LS away.
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Re: who cares
Oh well ill have to look into the files myself- or how about giving fighters a weopn of a range of 1? is that close enogh for it to crash?
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Re: who cares
It might, assuming they'll close that much.
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Re: who cares
If you give the fighters a very low turn and acceleration rate, then they'll take a while to "lock on" and attack, but they'll also not be able to stop or turn to avoid a collision once they're on course http://forum.shrapnelgames.com/images/smilies/wink.gif
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