Biohazard063 wrote:
I also had a look at the Universal starting beacon and it had something about sector_data as well, so I thought it was a necessary bit...
Also, now I don't even need USB, so I guess that's a win in my books.
Right. But you're deleting a whole sector.
You could use something like this:
sector_data.xml.append:
Code: Select all
<mod:findName type="sectorDescription" name="STANDARD_SPACE">
<mod:findLike type="startEvent">
<mod:selector>START_BEACON</mod:selector>
<mod:setValue>START_BEACON_BIOHAZARD</mod:setValue>
</mod:findLike>
</mod:findName>
events.xml.append (look at the bottom of the post, this one is kinda bad):
Code: Select all
<event name="START_BEACON_BIOHAZARD">
<mod-append:choice hidden="true" req="engines">
<text>Open the encrypted file</text>
<event load="INITIAL_START_BEACON_SCRAPPER"/>
</mod-append:choice>
</event>
<mod:findName type="event" name="START_GAME_BEACON">
<mod-append:choice hidden="true" req="engines">
<text>Open the encrypted file</text>
<event load="INITIAL_START_BEACON_SCRAPPER"/>
</mod-append:choice>
</mod:findName>
<event name="START_GAME">
<text>You are a scrap ship constructed by the rebels and designed to recover usable parts from decommissioned ships or those destroyed in battle and scrap whatever is beyond salvaging. You're next objective has just come in.</text>
</event>
<event name="INITIAL_START_BEACON_SCRAPPER">
<text>"Scrapper S-158B : Proceed to the designated beacon. Carry out protocol A-1 : Scan, recuperate, scrap, deliver. Additional information : Area location of recent rebel-lanius skirmish. Size : minor. Hazard : None. End of message. </text>
<choice hidden="true">
<text>Continue...</text>
<event><text>eevent</text><quest event="ENGI_SEX" /> </event>
</choice>
</event>
That way, you're basically checking for whether the user has the original starting beacon, and if so, changing it to yours. If they have someone else's (mod's) beacon changed, it won't work (but it wouldn't anyway), and your mod will stop any other that changes start_beacon from working, but that compatibility is gone anyway if you're not using USB. It will still work with USB.
Another solution I like even more, but would like kartoFlane to look through first, is just adding USB to your mod:
sector_data.xml.append:
Code: Select all
<!-- This sets the framework in motion. Don't change this. -->
<mod:findName type="sectorDescription" name="STANDARD_SPACE">
<mod-overwrite:startEvent>START_GAME_EVENT</mod-overwrite:startEvent>
</mod:findName>
events.xml.append (USB part):
Code: Select all
<event name="START_GAME_EVENT">
<text>Talk about the importance of your mission and Rebels chasing you goes here.</text>
<choice>
<text>Continue...</text>
<event load="START_GAME_BEACON" />
</choice>
</event>
<event name="START_GAME_BEACON">
<text>You are about to set out on your journey.</text>
<choice>
<text>Continue...</text>
<event load="START_GAME_CHOICES" />
</choice>
</event>
<event name="START_GAME_CHOICES">
<text>You have arrived at the beacon, and your FTL drive is ready to make the jump.</text>
</event>
<event name="START_GAME_EVENT">
<text>Talk about the importance of your mission and Rebels chasing you goes here.</text>
<choice>
<text>Continue...</text>
<event load="START_GAME_BEACON" />
</choice>
</event>
<event name="START_GAME_BEACON">
<text>You are about to set out on your journey.</text>
<choice>
<text>Continue...</text>
<event load="START_GAME_CHOICES" />
</choice>
</event>
<event name="START_GAME_CHOICES">
<text>You have arrived at the beacon, and your FTL drive is ready to make the jump.</text>
</event>
<mod:findName type="event" name="START_GAME_EVENT" reverse="false" start="1">
<mod:removeTag/>
</mod:findName>
<mod:findName type="event" name="START_GAME_BEACON" reverse="false" start="1">
<mod:removeTag/>
</mod:findName>
<mod:findName type="event" name="START_GAME_CHOICES" reverse="false" start="1">
<mod:removeTag/>
</mod:findName>
The last 9 lines (with the start advanced tag) should take care of normal repeated USB compatibility issues. The reason for the first part of USB being there twice is just backwards compatibility to slipstream below 1.5 or 4, one can be deleted.
events.xml.append continued (your mod):
Code: Select all
<mod:findName type="event" name="START_GAME_BEACON">
<mod-append:choice hidden="true" req="engines">
<text>Open the encrypted file</text>
<event load="INITIAL_START_BEACON_SCRAPPER"/>
</mod-append:choice>
</mod:findName>
<event name="START_GAME">
<text>You are a scrap ship constructed by the rebels and designed to recover usable parts from decommissioned ships or those destroyed in battle and scrap whatever is beyond salvaging. You're next objective has just come in.</text>
</event>
<event name="INITIAL_START_BEACON_SCRAPPER">
<text>"Scrapper S-158B : Proceed to the designated beacon. Carry out protocol A-1 : Scan, recuperate, scrap, deliver. Additional information : Area location of recent rebel-lanius skirmish. Size : minor. Hazard : None. End of message. </text>
<choice hidden="true">
<text>Continue...</text>
<event><text>eevent</text><quest event="ENGI_SEX" /> </event>
</choice>
</event>
@edit
Actually, I wrote it all too fast. If you use the second solution you should also make your event's texts appropriately formated to USB (as described in the original thread), with all the event swaping etc. You should probably do it anyway if you want it to work with the mod properly. The stuff I wrote will not work right unless you adjust it, just use it as a... template or whatever.
@@edit
If you were to use START_GAME_CHOICES rather than START_GAME_BEACON, it would work without swapping the USB stuff and wouldn't break other USB compatible mods.
And if you were to use the first method, this:
Code: Select all
<event name="START_BEACON_BIOHAZARD">
<mod-append:choice hidden="true" req="engines">
<text>Open the encrypted file</text>
<event load="INITIAL_START_BEACON_SCRAPPER"/>
</mod-append:choice>
</event>
<mod:findName type="event" name="START_GAME_BEACON">
<mod-append:choice hidden="true" req="engines">
<text>Open the encrypted file</text>
<event load="INITIAL_START_BEACON_SCRAPPER"/>
</mod-append:choice>
</mod:findName>
<event name="START_GAME">
<text>You are a scrap ship constructed by the rebels and designed to recover usable parts from decommissioned ships or those destroyed in battle and scrap whatever is beyond salvaging. You're next objective has just come in.</text>
</event>
<event name="INITIAL_START_BEACON_SCRAPPER">
<text>"Scrapper S-158B : Proceed to the designated beacon. Carry out protocol A-1 : Scan, recuperate, scrap, deliver. Additional information : Area location of recent rebel-lanius skirmish. Size : minor. Hazard : None. End of message. </text>
<choice hidden="true">
<text>Continue...</text>
<event><text>eevent</text><quest event="ENGI_SEX" /> </event>
</choice>
</event>
should look more like:
Code: Select all
<event name="START_BEACON_BIOHAZARD">
<choice hidden="true" req="engines">
<text>Open the encrypted file</text>
<event load="INITIAL_START_BEACON_SCRAPPER"/>
</choice>
</event>
<mod:findName type="event" name="START_GAME_BEACON">
<mod-append:choice hidden="true" req="engines">
<text>Open the encrypted file</text>
<event load="INITIAL_START_BEACON_SCRAPPER"/>
</mod-append:choice>
</mod:findName>
<event name="START_GAME">
<text>You are a scrap ship constructed by the rebels and designed to recover usable parts from decommissioned ships or those destroyed in battle and scrap whatever is beyond salvaging. You're next objective has just come in.</text>
</event>
<event name="INITIAL_START_BEACON_SCRAPPER">
<text>"Scrapper S-158B : Proceed to the designated beacon. Carry out protocol A-1 : Scan, recuperate, scrap, deliver. Additional information : Area location of recent rebel-lanius skirmish. Size : minor. Hazard : None. End of message. </text>
<choice hidden="true">
<text>Continue...</text>
<event><text>eevent</text><quest event="ENGI_SEX" /> </event>
</choice>
</event>
I really hope I'm not just confusing you more. Really sorry if I am.