Anyway, after many many years I guess I finally had enough of vanilla UFJD sectors "lacking" in loot. I mean it's kind of "endgame" activity, one of them at least. So I strapped together from bits an pieces an additional loot table. But for the love of sanity I can't spawn fighters that are claimable. Even tho they spawn with no pilot they aren't claimable and this is the last bit of tweaking left to do.
What I use atm:
Code: Select all
<do_all min="1" max="2" chance="1">
<create_ship name="this.tempship" typename="{SS_SH_GONER}" race="unknown" racelogic="0">
<position object="this.Position" min="25km" max="75km"/>
<!--<equipment loadout="maximum"/>-->
<cargo>
<ware typename="SS_WARE_ENERGY" min="50" max="500"/>
</cargo>
<hull min="25" max="50"/>
</create_ship>
</do_all>
<abandon_ship object="{this.tempship}" name="this.Pilot"/>
<destroy_object object="this.Pilot" explosion="0"/>
<set_capturable object="{this.tempship}" capturable="1"/>
Sadly referencing naming was WAAAAaaaay out of my grasp. So tempship doesn't work at all. In case it matters instead of just one ship I'm going with random.type@someship|someship|etc. Atm it's that way for easier testing.
So if someone could help a brother out I'd be much obliged. Just remember I don't really understand any of this. I literally spent an entire night wondering why none of what I do had an effect before I realized I had to package everything into addon folder... even tho it was all in addon folder to begin with. Also I don't even get the difference between <do_any> and <do_all> q_q
Edit:
Nevermind all that. After thoroughly reading though the rest of the script I found what I needed. With a bit of trial and error I got it finally to do what I wanted.
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<create_ship name="this.tempship" typename="{SS_SH_GONER}" race="neutral" racelogic="1" capturable="1">