Randomize wingman words

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DigaRW
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Randomize wingman words

Post by DigaRW » Tue Mar 21, 2017 10:20 am

Can anyone tell me how to randomize wingman words? I mean when order to attack, he will say "Roger that" instead "Acknowledge". Also sometimes, he will say " I'm on it".
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Xephyr
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Re: Randomize wingman words

Post by Xephyr » Tue Mar 21, 2017 2:53 pm

You can have a random list in a <text> element:

Code: Select all

<Text id="AttackTargetAck">
	(random (list
		"random1"	
		"random2"	
		"random3"	
		"random4"
	))
</Text>
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DigaRW
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Re: Randomize wingman words

Post by DigaRW » Thu Mar 23, 2017 10:55 am

Two more question.
A code when wingman's shield down and when wingman kill an enemy, they will 'chat'. How to make it?
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JohnBWatson
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Re: Randomize wingman words

Post by JohnBWatson » Thu Mar 23, 2017 3:53 pm

If there isn't a specific tag for wingmen losing their shields, you can use <OnShieldDown> in the events section of their shield to jury rig it.You'll need to change it to the normal version of the shield when the wingman dies. If there isn't already a better way to do this that I was unable to find, it should be tagged on ministry - ships should have an event here too. For dialogue on killing an enemy, register the enemy for events when the player orders an attack, then use <OnObjDestroyed>. Again, this should be easier to do.

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Xephyr
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Re: Randomize wingman words

Post by Xephyr » Thu Mar 23, 2017 10:44 pm

For checking if your wingman's shields are down, use an <OnAttacked> event in the ship class <Events>. This should be compatible with the wingman base class.

Under the event, use (objGetShieldLevel gSource). If this returns zero then send a message;

(objSendMessage gSender gSource "message").
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Re: Randomize wingman words

Post by AssumedPseudonym » Fri Mar 24, 2017 2:32 am

Xephyr wrote:
Thu Mar 23, 2017 10:44 pm
For checking if your wingman's shields are down, use an <OnAttacked> event in the ship class <Events>. This should be compatible with the wingman base class.

Under the event, use (objGetShieldLevel gSource). If this returns zero then send a message;

(objSendMessage gSender gSource "message").
 It might also be worth checking to make sure the ship actually has a shield in that case, using (objGetItems gSource 'sI).
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