That's bad. Hm, I would be great when George didn't have connected all spawns to the stationtyps. A mod turning of all spawns would therefor turn off all other mods, or they would turn on spawns ~_~
Well, I'm not sure how to understand "other than rewirting the tags like they are."
Do you mean I can just change the shiptyp of the encounter or copy them in the extension and change them there ??
edit: btw, I have some non-working code here ...
Code: Select all
<Globals>
(block (randomizer)
;RandomizerFunction
(setq intRandomizer (lambda Nil
(block (EncounterList randomizer)
(setq EncounterList (objGetStaticData gSource "Encounter"))
(block (randomizer roll)
(setq roll (random 0 99))
(switch
(for i 1 (item (item EncounterList 0) 0)
((ls roll (item (item EncounterList 0) i)) (setq randomizer i))
)
)
)
)
))
(setq intOnDestroyedCheck (lambda Nil
; loading Encounterlist
(block (EncounterList randomizer)
(setq EncounterList
(objGetStaticData gSource "Encounter"))
<!--(intRandomizer)-->
(setq randomizer 3)
;loop for gernerating all shiptypes
(for i 0
(subtract (item (item EncounterList randomizer) 0) 1)
;loop for generating the number of ships
(for j 1 (rolldice
(item (item EncounterList randomizer) (add (multiply i 4) 1))
(item (item EncounterList randomizer) (add (multiply i 4) 2))
(item (item EncounterList randomizer) (add (multiply i 4) 3))
)
(block (avengers)
(setq avengers
(sysCreateShip
(item (item EncounterList randomizer) (add (multiply i 4) 4))
(objGetNearestStargate gPlayerShip)
(objGetSovereign gSource)
)
)
(shpOrderAttack avengers gPlayerShip)
)
))
)
))
)
</Globals>
something is wrong with the RandomizerFunction, as it works well with a given randomizer.
I don't know if its possible to put a for function in a switch, but I needed it there to give randomizer different results depending on the rolled number.
I tried it without switch, did not work, too
Also wondered how to define the EncounterList for both functions ...