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Sry for my bad english
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[=ERROR=] 215.05 Cannot match path '//cue[@name='OnBoardComm']/actions/do_else/add_player_choice_return' in patch file 'extensions\cwir\md\npc_architect.xml'. Skipping node.
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<replace sel="//cue[@name='OnBoardComm']/actions/do_else/add_player_choice_return">
<add_player_choice text="{40002,161}" section="cArch_worksomewhere" choiceparam="[0, 0, 'cluster', player.primaryship.cluster, null, null, 'selectzone', ['cArch_workat_contractor']]" position="bottom_right" chance="if $actor.isplayerowned and $actor.container.buildmodule? and not @$station and player.primaryship.subordinates.indexof.{$actor.container} then 100 else 0"/>
</replace>
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<actions>
...
<do_if value="player.platform and player.ship">
<do_if value="player.ship.buildmodule">
<do_if value="@player.platform.container.architect">
<!--Replacing Architect not currently supported-->
<!--<add_player_choice text="{1002,3006}" section="cArch_hasarchitect" position="top_right" comment="Work here"/>-->
</do_if>
<do_else>
<add_player_choice text="{1002,3006}" section="cArch_workhere" position="top_right" comment="Work here"/>
</do_else>
</do_if>
</do_if>
<do_elseif value="not player.platform">
<add_player_choice text="{1002,3008}" section="cArch_worksomewhere" position="top_right" choiceparam="[0, 0, 'zone', player.primaryship.zone, null, null, 'selectplayerobject', ['cArch_worksomewhere_objectselected', null, null, true, false, true, false, true, null, null, null, null, null, true]]" comment="Work somewhere else"/>
</do_elseif>
</actions>
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<replace sel="//cue[@name='OnBoardComm']/actions/do_if[@value='player.platform and player.ship']/do_if[@value='value=player.ship.buildmodule']/do_else/add_player_choice_return">
...
</replace>
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<replace sel="//cue[@name='OnBoardComm']/actions/do_elseif[@value='not player.platform']/add_player_choice_return">
...
</replace>
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[=ERROR=] [=ERROR=] 0.00 Cannot match path '/aiscript/interrupts/library/handler/conditions/check_any/check_all/set_value[@name='$fleerespond']/@exact' in patch file 'extensions\cwir\aiscripts\interrupt.attacked.xml'. Skipping node.
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<replace sel="/aiscript/interrupts/library/handler/conditions/check_any/check_all/set_value[@name='$fleerespond']/@exact">global.$Disable_MoveFlee</replace>
<add sel="/aiscript/interrupts/library/handler[@name='AttackHandler']/conditions/event_object_attacked" pos="after">
<check_value value="this.defensible.isclass.ship and not this.ship.pilot.$brattackhandler?" />
</add>
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<check_all>
<check_value value="this.combinedskill ge 20" comment="at least 1 star on average"/>
<check_value value="not this.isclass.computer"/>
<check_value value="this.command.value != command.attackobject and this.ship.primarypurpose == objectpurpose.fight"/>
<check_any>
<check_value value="((this.skill.morale * 20) + ((this.ship.primarypurpose == objectpurpose.fight) * 20) + (this.ship.shieldpercentage * 2)) lt 120"/>
<check_value value="((this.combinedskill)hp - ((this.ship.shield + this.ship.hull) / [event.param.dps.all, 1hp].max)) gt 70"/>
</check_any>
<set_value name="$fleerespond"/>
</check_all>
Obviously i was playing rebirth while modding haha. CWIR hasnt been worked on much in many months now. It is pretty much done, so it shouldnt be too much of a surprise. I just started getting back into playing rebirth because of our new mod. Of course my writing/translating takes up the majority of my free time though.ravayen wrote:thanks for the reply didnt know you were working on another mod looks great btw hope it works out .
The issue with ships not firing on stations usually happens when ships are too close to one another which is ok to live with.
As for the spawning i'm pretty sure its not cwir but a vanilla thing that i cant seem to find, just thought i'd ask while i was here but nps i'll figure it out
good luck with the other mod.