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Posted
Amazing work SoloA. Would be awesome to have this implemented in game.

Yes i want content of this mod to be the part of official game.

Also i would like to see more 1960s-1970s planes.

Posted

Personaly i tried to add information into the xenopedia but i cannot seem to find the hook that go read the information from the XML, i wanted to base it on the chinook, i mean chinook information are already int he xenopedia, yet i cannot find where the game go find its information, if i knew where i could replicate and add the information based on how he does it with the cihnook. Mystery...

Posted
Personaly i tried to add information into the xenopedia but i cannot seem to find the hook that go read the information from the XML, i wanted to base it on the chinook, i mean chinook information are already int he xenopedia, yet i cannot find where the game go find its information, if i knew where i could replicate and add the information based on how he does it with the cihnook. Mystery...

Pay close attention to xenopedia.xml, there's some hidden columns (6 and 7) if you've opened it in Excel.

As for the hooks to display the information, look at assets/scrips/_basebuilt.lua (open in notepad). Just add more "UnlockKnowledge("...");" functions that point to your entries in the Xenopedia.

You can also add the functions to the researches.xml file under the "When Finished" section if you want things to appear after certain research is completed, or want to build a research tree for the new planes.

Posted (edited)

After carefully searching files and where you pointed me, i found out that these are only for making entry appear in the list up right, and print image with description, but it doesnt show how it takes the stats to appear on the bottom right ( range, speed, etc as on the chinook entry ). This is what i was looking for, but i guess untill it unlocks ( had a mail from chris reguarding it, he said it would be less complicated to just wait untill he work on the issue ).

Edited by jocan2003
Posted
Ready to help with AWACS mod...

Adding an aircraft is not a problem. Problem is to add aircraft with AWACS functionality. This functionality is not provided by developers.

BTW, Pashka_Dodger, can you speak russian?

Posted
Adding an aircraft is not a problem. Problem is to add aircraft with AWACS functionality. This functionality is not provided by developers.

BTW, Pashka_Dodger, can you speak russian?

SoloA, конечно могу)) мне как русскому человеку немного проще общаться на русском)

Posted
Adding an aircraft is not a problem. Problem is to add aircraft with AWACS functionality. This functionality is not provided by developers.

BTW, Pashka_Dodger, can you speak russian?

Yes I can speak russian.

Posted
Correct me if I'm wrong, but aircraft do have a radar range entry.

Just have a really high value for an AWACS.

Yes you are rights, but plane will simply as interceptor with big radar range.

I want to add plane unarmed and with AWACS. Not interseptor and not dropship. Plane like satellite, but with manual control.

Interseptors can protect him from UFOs))

Posted

I am not sure why that would be any different from a dropship with massive radar range but zero troop capacity?

That craft would be unable to take part in air combat, in fact it would be instantly destroyed by enemy interception unless you provide escorts.

I suppose you would still be able to send it to ground missions unless there is a crew number check though.

Posted

The only difference between a dropship and an interceptor appears to be how many crew slots and weapon slots are allocated to the craft in aircrafts.xml

I haven't looked closely enough to find out how the game determines which craft should be under the dropship section of the UI and not appear in combat as opposed to those who do appear in air combat and show under interceptors in the UI.

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