Ciclic Events workaround

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speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: Ciclic Events workaround

Postby speedoflight » Mon Jun 03, 2013 12:28 pm

I was trying to change an event that gives u a random weapon, i did it treating every weapon as an event (so yes, i had about 25 events only for weapons xD), but i changed it with the autoreward clausule. This way u dont have much control on wat weapons u get, only the level of em, but as i said, i dont see too much sense on how the game chose a wapon between level low and high, for example.
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Metzelmax
Posts: 363
Joined: Wed Sep 26, 2012 7:59 am
Location: Uz'ran Home Dimension

Re: Ciclic Events workaround

Postby Metzelmax » Mon Jun 03, 2013 1:53 pm

Yeah I got a small bomb once on high lvl....
Here is the Stuff I made:
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And stuff is always better than no stuff, right?
speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: Ciclic Events workaround

Postby speedoflight » Mon Jun 03, 2013 5:12 pm

Yea but its frustrating when u want a powerful weapon to appear only 1 or 2 times max, and it keeps poping up, even if the weapon level on the event is set to low. I dont understand lol.

Lets hope someone with event knowledge can offer us some tips about this.
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speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: Ciclic Events workaround

Postby speedoflight » Fri Jun 07, 2013 12:42 pm

Hi fellows, i have other question here. Is it possible to make trade-based eventes? lets say i have a weapon called x and in the event its requried to trade that weapon for anything else. So, in the event code it should be something like remove that weapon. Is this even possible?? to remove an specific weapon?? or u can just "add" and remove evertything except weapon and drones??

Btw, someone knows wat is the purpose of the "WeaponOverride" claúsule on the ship events?
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DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: Ciclic Events workaround

Postby DryEagle » Fri Jun 07, 2013 1:10 pm

far as i know the low/med/high values only apply to numerical stuff like scrap/fuel/ammo, not to the quality of item you get.
All ships I have created include custom weapons, graphics etc:
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speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: Ciclic Events workaround

Postby speedoflight » Fri Jun 07, 2013 1:42 pm

Yeah i know that, wat i meant is an event that will give you, for example 200 scrap in exchange of any weapon u have. I dont think this is possible , right? im talking about removing the weapon from your inventory, ¿can weapons/drones be removed from the inventory?
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speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: Ciclic Events workaround

Postby speedoflight » Fri Jun 07, 2013 1:45 pm

DryEagle wrote:far as i know the low/med/high values only apply to numerical stuff like scrap/fuel/ammo, not to the quality of item you get.


if u are talking about the autoreward clausule (i think thats the only one with the low/med/high features, since the "item modify" uses just numbers i think) it applies as well for weapons and drones, and when u put in the type section "stuff", u can get scrap/fuel/ammo/weapons/drones, all selected randomly, almost that is wat i tested..
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speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: Ciclic Events workaround

Postby speedoflight » Sun Jun 09, 2013 8:29 pm

Nobody can tell me if this is possible (delete weapons from the inventory) ???
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