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Accueil » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Well this modding question has been asked about a hundred times, 101 won't hurt

Soumis par Realtime le Lun, 2007-09-17 18:09 SE:V MODs

Is there any way to create a component that is required to allow ships to transit a warp point. Not open or close, just are a pre-requisite to warp point use. All ships without it could not travel between stars.
I'm familiar with the stellar components that open and close and then are destroyed and this won't work (as programmed).
As far as I can see the answer is no, but there are alot of smart people modding this game so I will ask again.
Thanks

‹ some stuff I use without support for AI - Crew FTL Drive system ›
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Mod Designer

Re: Well this modding question has been asked about a hundred ti

Soumis par Fyron le Lun, 2007-09-17 21:40

Not at this time.

You can make a new unit class that is functionally identical to ships, but without the ability to warp, though. Not quite the same, but its something.


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Re: Well this modding question has been asked about a hundred ti

Soumis par Isopsyco le Mer, 2007-09-19 07:07

Fyron's right, the ability (something_need_component/ability to transit warp point) is not functional at this point. It has a place holder in the coding but its not turned on yet.

I've tried this as well: auto close warp point after transit - not functioning either.

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Mod Designer

Re: Well this modding question has been asked about a hundred ti

Soumis par evilhamburger le Mar, 2008-08-26 06:56

problem with units, I'm pretty sure that they are built without a spaceyard. Aaron needs to make it so we can have a file like "Vehicles_Ship_Types.txt" for the space yard.

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Re: Well this modding question has been asked about a hundred ti

Soumis par Nick194 le Ven, 2008-08-29 13:19

I'm not sure if it would work but...

Seeing as how warp points can have size restrictions (e.g. anything bigger than "x" will not be able to use the said warp point) one could easily change the Ship Types (or hull sizes I can't remember) so that they are far bigger than the warp points and by using a special component reduce the size of the hull so that they can get "through" the warp point.

Would that work?

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Re: Well this modding question has been asked about a hundred ti

Soumis par Fyron le Sam, 2008-08-30 12:21

No, the warp point size feature is unimplemented.


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Re: Well this modding question has been asked about a hundred ti

Soumis par Dark_Lizerd le Jeu, 2008-09-18 03:31

I think someone else suggested an ECM value for the warp point...
Need scanners above a certain level to see and use the warp points...
This could allow for the "discovery" of new warp points...
I could also limit warp point usage...

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