Pale Blue Light, a full tutorial for Transcendence modders.

Post about your finished mods here.
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JohnBWatson
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Re: Pale Blue Light, a full tutorial for Transcendence modde

Post by JohnBWatson » Sun May 22, 2016 10:50 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
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Re: Pale Blue Light, a full tutorial for Transcendence modde

Post by TheLoneWolf » Mon May 23, 2016 7:28 am

Thanks :D

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