Anybody know how to mod the 'Squadron Orders' when you press Q? I know that changing the controller to something like "fleet" gives you a whole new set of Squadron Orders and even gives you formations (alpha formation would save many an auton) to chose from. Are they internal functions? I already know how to mod the individual commands using bases or the <communications> tag, but I don't want to reassign every ship I have if I have a fleet of 10 ships.
Maybe dockscreens are the way to go to manage fleets?
Squadron Orders
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- Fleet Admiral
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Get on Discord for mod help and general chat


Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
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- Fleet Admiral
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- Joined: Thu Feb 03, 2011 5:21 am
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Digdug wrote:create a new event handler for your custom squadron,
Custom squadron as in custom formation or as in custom wingmen?
Being able to mod formations would be good enough for me

Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat


Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
Get on Discord for mod help and general chat


Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
- alterecco
- Fleet Officer
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Like digdug said, event handlers are the easiest way to add communication orders to other ships
It would be /something/ like this:
The above is a simple example of an event handler that has one communication order. You can attach that to a ship by using the objSetEventHandler function.
You might need to experiment a it with some other factors, such as whether the ship needs to be wingman or not.
It would be /something/ like this:
Code: Select all
<ShipClass UNID="&scSomeEventHandlerName;"
class= "(my event handler)"
virtual= "true"
attributes= "eventHandler"
>
<Communications>
<Message name="Test" key="t">
<OnShow>
true
;; or some other calculation you want to do
</OnShow>
<Invoke>
(block nil
;; run whatever code in here
(plyMessage gPlayer "Ran Test")
)
</Invoke>
</Message>
</Communications>
</ShipClass>
You might need to experiment a it with some other factors, such as whether the ship needs to be wingman or not.