That kept me stalled all day!Yeugh. I made a mistake and wrapped array brackets around the dictionary.
yay, now that's being sorted out, we can merrily move along
Moderators: winston, another_commander
Code: Select all
{
graveyardbeacon = {
ai_type = graveyardbeaconAI.plist;
bounty = <*I0>;
cargo_type = CARGO_NOT_CARGO;
energy_recharge_rate = <*R100>;
forward_weapon_type = WEAPON_NONE;
has_ecm = <*BY>;
has_escape_pod = <*BN>;
has_scoop = <*BN>;
likely_cargo = <*I0>;
max_cargo = <*I0>;
max_energy = <*R25000>;
max_flight_pitch = <*R0>;
max_flight_roll = <*R0>;
max_flight_speed = <*R0.0>;
max_missiles = <*I0>;
missiles = <*I0>;
model = gravebeacon.dat;
name = "Graveyard Beacon";
roles = "grave_beacon";
subentities = (
"*FLASHER* 251 250 0 60.0 1 -0.50 12",
"*FLASHER* 251 250 0 60.0 1 -0.50 12"
)
thrust = <*R100>;
weapon_energy = <*R0>;
weapon_offset_x = <*R0>;
},
gravemonument1 = {
ai_type = gravemonumentAI.plist;
bounty = <*I0>;
cargo_type = CARGO_NOT_CARGO;
energy_recharge_rate = <*R100>;
forward_weapon_type = WEAPON_NONE;
has_ecm = <*BY>;
has_escape_pod = <*BN>;
has_scoop = <*BN>;
likely_cargo = <*I0>;
max_cargo = <*I0>;
max_energy = <*R25000>;
max_flight_pitch = <*R0>;
max_flight_roll = <*R0>;
max_flight_speed = <*R0.0>;
max_missiles = <*I0>;
missiles = <*I0>;
model = gravemonument1.dat;
name = "Graveyard Monument";
roles = "grave_monument1";
subentities = (
"*FLASHER* 251 250 0 60.0 1 -0.50 12",
"*FLASHER* 251 125 0 75.0 1 -0.60 12",
"*FLASHER* 251 0 0 90.0 1 -0.70 12",
"*FLASHER* 251 -125 0 105.0 1 -0.80 12",
"*FLASHER* 251 -250 0 120.0 1 -0.90 12",
"*FLASHER* -251 250 0 60.0 1 -0.50 12",
"*FLASHER* -251 125 0 75.0 1 -0.60 12",
"*FLASHER* -251 0 0 90.0 1 -0.70 12",
"*FLASHER* -251 -125 0 105.0 1 -0.80 12",
"*FLASHER* -251 -250 0 120.0 1 -0.90 12"
)
thrust = <*R100>;
weapon_energy = <*R0>;
weapon_offset_x = <*R0>;
},
gravemonument2 = {
ai_type = gravemonumentAI.plist;
bounty = <*I0>;
cargo_type = CARGO_NOT_CARGO;
energy_recharge_rate = <*R100>;
forward_weapon_type = WEAPON_NONE;
has_ecm = <*BY>;
has_escape_pod = <*BN>;
has_scoop = <*BN>;
likely_cargo = <*I0>;
max_cargo = <*I0>;
max_energy = <*R25000>;
max_flight_pitch = <*R0>;
max_flight_roll = <*R0>;
max_flight_speed = <*R0.0>;
max_missiles = <*I0>;
missiles = <*I0>;
model = gravemonument2.dat;
name = "Graveyard Monument";
roles = "grave_monument2";
subentities = (
"*FLASHER* 251 250 0 60.0 1 -0.50 12",
"*FLASHER* 251 125 0 75.0 1 -0.60 12",
"*FLASHER* 251 0 0 90.0 1 -0.70 12",
"*FLASHER* 251 -125 0 105.0 1 -0.80 12",
"*FLASHER* 251 -250 0 120.0 1 -0.90 12",
"*FLASHER* -251 250 0 60.0 1 -0.50 12",
"*FLASHER* -251 125 0 75.0 1 -0.60 12",
"*FLASHER* -251 0 0 90.0 1 -0.70 12",
"*FLASHER* -251 -125 0 105.0 1 -0.80 12",
"*FLASHER* -251 -250 0 120.0 1 -0.90 12"
)
thrust = <*R100>;
weapon_energy = <*R0>;
weapon_offset_x = <*R0>;
},
gravemonument3 = {
ai_type = gravemonumentAI.plist;
bounty = <*I0>;
cargo_type = CARGO_NOT_CARGO;
energy_recharge_rate = <*R100>;
forward_weapon_type = WEAPON_NONE;
has_ecm = <*BY>;
has_escape_pod = <*BN>;
has_scoop = <*BN>;
likely_cargo = <*I0>;
max_cargo = <*I0>;
max_energy = <*R25000>;
max_flight_pitch = <*R0>;
max_flight_roll = <*R0>;
max_flight_speed = <*R0.0>;
max_missiles = <*I0>;
missiles = <*I0>;
model = gravemonument3.dat;
name = "Graveyard Monument";
roles = "grave_monument3";
subentities = (
"*FLASHER* 251 250 0 60.0 1 -0.50 12",
"*FLASHER* 251 125 0 75.0 1 -0.60 12",
"*FLASHER* 251 0 0 90.0 1 -0.70 12",
"*FLASHER* 251 -125 0 105.0 1 -0.80 12",
"*FLASHER* 251 -250 0 120.0 1 -0.90 12",
"*FLASHER* -251 250 0 60.0 1 -0.50 12",
"*FLASHER* -251 125 0 75.0 1 -0.60 12",
"*FLASHER* -251 0 0 90.0 1 -0.70 12",
"*FLASHER* -251 -125 0 105.0 1 -0.80 12",
"*FLASHER* -251 -250 0 120.0 1 -0.90 12"
)
thrust = <*R100>;
weapon_energy = <*R0>;
weapon_offset_x = <*R0>;
}
}
Code: Select all
{
"0 124" = {
{
"script_actions" = (
"checkForShips: shuttle",
{
conditions = ("shipsFound_number lessthan 20");
do = ( "addShipsAt: shutle 10 wpm 0 0 0" );
}
);
}
};
}
Code: Select all
{
"0 124" = {
"script_actions" = (
"checkForShips: shuttle",
{
conditions = ("shipsFound_number lessthan 20");
do = ( "addShipsAt: shuttle 10 wpm 0 0 0" );
}
);
};
}
-Ok, I think...Scarabs for ammo.Rxke wrote:(yo seen it? I'm going to give it an AI as beacon+ launcher for defense) and special defense ships (your kraits possibly?) and some really small ones, zippy gnatlike guys, that can swarm from the perimeter buoys/stations
Priority is some tombs.
Oh, maybe a special dodec skin or slightly altered form, not sure. See what other people have to say.
going have a look at your nw work!