Carrier retreat...

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Hogwood
Posts: 2
Joined: Thu Jul 12, 2007 11:21 pm

Carrier retreat...

Post by Hogwood »

I just started playing with this game and after perusing these forums its unfortunate that this sim's fan base seems to be dying off. I am starting to practice with making my own content. (just missions right now) and wonder if someone here could help me with a slight issue.

Is there any way to defeat the AI that tells carriers to jump when engaged in combat?

Scenario, I have a CV defense mission that runs beautifully untill the CV you launched from broadcasts to all fighters "Jump to XX sector" (which fighters cant do with the exception of wake riding) then exits the sector some seconds later. For purposes of the mission i want the carrier to stay put even if it gets destroyed if the player/AI cant eliminate the threat quick enough.

For right now I am trying to keep everything stock. i dont have a lot of experience with scripting or the like. is there an event or another way i can deactivate/ or disable this CV's quantum drive for the duration of this mission?
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Zanthras
Posts: 146
Joined: Wed Sep 06, 2006 10:46 am

RE: Carrier retreat...

Post by Zanthras »

the ZONELOCK needs to be true...


element: {
name: "Boris"
design: "Devastator"
mission: "Misc"

intel: "Secret"
count: 1
command_ai:1
iff: 1
playable: false
region: "Adonai"
zonelock: true
loc: (-7000, -117000, 0)
head: 179
}

you can find more mission scripting and modding advice at www.starshattermods.com
"Don't give up the ship!"
-Captain James Lawrence

Hogwood
Posts: 2
Joined: Thu Jul 12, 2007 11:21 pm

RE: Carrier retreat...

Post by Hogwood »

much appreciated
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