Advanced Replace Weapon Question
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posted on March 26th, 2011, 11:17 pm
I tried putting replacementKeepOwner = 0, but in two of the three instances, it gave me the "You are Vanquished" thing. The third time crashed. Same code order I gave you before except for the replacementKeepOwner is set to 0 instead of 1.
posted on March 27th, 2011, 2:21 am
Hmm, you will have to make sure there is some kind of unit that is still there while the replaceweapon works. There are some ways you could do it, but the one I am thinking of is a but complicated.
What you need is a second standard unit, other than the scout. This standard unit would have to be similar to the trigger except it has to belong to the federation, and it needs a timed replaceweapon that will remove it from the map in a reasonable amount of time. If you think that someone could be defeated before 5 minutes then it might be a problem, otherwise I would set it to replace nothing to the map and not keep the owner in 5 minutes or so.
You might be able to think of something different, but thats the one I thought of.
What you need is a second standard unit, other than the scout. This standard unit would have to be similar to the trigger except it has to belong to the federation, and it needs a timed replaceweapon that will remove it from the map in a reasonable amount of time. If you think that someone could be defeated before 5 minutes then it might be a problem, otherwise I would set it to replace nothing to the map and not keep the owner in 5 minutes or so.
You might be able to think of something different, but thats the one I thought of.
posted on March 27th, 2011, 1:05 pm
Okay, here's what I have so far. With replacementKeepOwner = 1, nothing happens. At 0, "You are Vanquished!" I think you already know where the files go.
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posted on March 27th, 2011, 1:29 pm
its probalby because a scout by default is set to not a win condition so if u change it to that scout means that you no longer have an object that needs to be destroyed therfore you lost. best way to impliment the scout change and the auto warpin probly could be dne by the avatar replacing the scout with a non avatar scout (use the replace location code to make the scout appear were it was and to keep name and an invisable object that has warpin as an auto replace weapon that drains all its special energy and it cnt recharge making it a one use thing (also make it an invalid object thant isnt counted or unable to be targeted/selectedunfortunaly as far as i know the scout will have to be destroyed before you can loose which might be problematic
posted on March 27th, 2011, 2:08 pm
Okay, I tried a different approach. I programmed it to replace the starting scout with the avatar scout. The avatar scout calls in the constructors instantly, but doesn't do it again. So far, it works except for one tiny detail. After the avatar is selected, the scout is deselected. Although I think it's just a problem with my mouse. But so far, it works perfectly.
I've removed to progressive scan ability for the starting scout so that you don't accidentally loose your ability to select your avatar. Once you select your avatar, you'll regain the ability to run the scan. Also, you won't get free constructors at the end of the scan. Once the scan is complete, you will end up with the old scout.
I've removed to progressive scan ability for the starting scout so that you don't accidentally loose your ability to select your avatar. Once you select your avatar, you'll regain the ability to run the scan. Also, you won't get free constructors at the end of the scan. Once the scan is complete, you will end up with the old scout.
posted on March 27th, 2011, 3:10 pm
Cool, glad it worked!
The mouse select is probably because of this line.
selectmode = 2
from guide
"Setting for how the cursor selection should be handled
0 (default) = like original vessel
1 = not selected
2 = selected"
So, you can try those values.
The mouse select is probably because of this line.
selectmode = 2
from guide
"Setting for how the cursor selection should be handled
0 (default) = like original vessel
1 = not selected
2 = selected"
So, you can try those values.

posted on March 27th, 2011, 3:20 pm
Select Mode is 2.
posted on March 27th, 2011, 4:10 pm
Just curious, but try leaving the command out (and perhaps try 1 as well if that doesn't work). Most replaceweapons in FO seem to not even use selectmode anymore, so I assume that has been worked on more to be standard select procedure.
The reason for trying "1" is that in the past TUN said that 1 and 2 were reversed and I changed them on his recommendations, but perhaps there was just a misunderstanding
The reason for trying "1" is that in the past TUN said that 1 and 2 were reversed and I changed them on his recommendations, but perhaps there was just a misunderstanding

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