Pale Blue Light, a full tutorial for Transcendence modders.

Post about your finished mods here.
JohnBWatson
Fleet Officer
Fleet Officer
Posts: 1452
Joined: Tue Aug 19, 2014 10:17 pm

TheLoneWolf wrote:I saw RPC's post late :/ sorry for bugging you JBW. RPC explained creating virtual stations quite well. Now all I need to do is bang my head against the Xenophobe fleet events code
Xenophobe Fleet just spawns a planet with a Defender whose orders are to patrol
(normally, stations with <ships> order them to either guard or patrol. Setting them to wander instead results in the behavior we see with Xeno defenders/worldships, as well as with Ventari destroyers). The worldship encounter does the same thing, but with a station whose starting hitpoints are set to zero that spawns a worldship. The long string of events in the Xeno section is for the Ark encounter, which basically just says to break off a random ~50% of the defenders(based on a random number generated for each of them upon their creation, obtained via objGetDestiny).
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TheLoneWolf
Militia Captain
Militia Captain
Posts: 802
Joined: Thu Nov 28, 2013 5:03 pm
Location: Aboard the CSS Radiant

Thanks :D
relanat
Militia Captain
Militia Captain
Posts: 941
Joined: Tue Nov 05, 2013 9:56 am

Any chance of an update which uses the new mission code, please? I'm really struggling with it and could use another simple example.
Stupid code. Do what I want, not what I typed in!
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