Fellow modder Mates,
I thought this was just happening with a few ships, but as I get further in my test game it seems Hull1 is the only one spawning in ALL ships.
Requesting your help in 1) veryfying this (title self explanatory) and 2) helping me to fix it. 3) Where to start digging. I'm guessing AIShip.c
Anywhere else I should be looking?
In AIShips.c I found:
GetHullPercent(rOurCharacter) <= 14 && !LAi_IsDead(rOurCharacter))
Anyone know what the 14 value refers to?
Also this:
string sPath = "ships\" + refBaseShip.name + "\";
if(CheckAttribute(refBaseShip, "ship.Upgrades.hull")) // boal 16/07/06 ïðîñòî ðàçíûå êîðïóñà, áåç ÍÏÑ
{
sPath = sPath + "hull" + refBaseShip.ship.upgrades.hull + "\"; //"
}
SetTexturePath(0, sPath);
Seems like there should be some values there.
And this:
//<-- àíàëèçèì ôîðò
if (!CheckAttribute(rCharacter, "SinkTenPercent")) // ýòî íå ×Æ è íå èäóùèå íà àáîðäàæ ïèðàòû
{
int SailsPercent = sti(rCharacter.Ship.SP);
float HPPercent = GetHullPercent(rCharacter);
int CrewQuantity = sti(rCharacter.Ship.Crew.Quantity);
int MinCrewQuantity = GetMinCrewQuantity(rCharacter);
int iCharactersNum1, iCharactersNum2
and:
float HPp = GetHullPercent(&rCharacter);
Where is the HullPercent generated?
Any ideas? Jonathan? Buho?
Thanks
MK
I thought this was just happening with a few ships, but as I get further in my test game it seems Hull1 is the only one spawning in ALL ships.
Requesting your help in 1) veryfying this (title self explanatory) and 2) helping me to fix it. 3) Where to start digging. I'm guessing AIShip.c
Anywhere else I should be looking?
In AIShips.c I found:
GetHullPercent(rOurCharacter) <= 14 && !LAi_IsDead(rOurCharacter))
Anyone know what the 14 value refers to?
Also this:
string sPath = "ships\" + refBaseShip.name + "\";
if(CheckAttribute(refBaseShip, "ship.Upgrades.hull")) // boal 16/07/06 ïðîñòî ðàçíûå êîðïóñà, áåç ÍÏÑ
{
sPath = sPath + "hull" + refBaseShip.ship.upgrades.hull + "\"; //"
}
SetTexturePath(0, sPath);
Seems like there should be some values there.
And this:
//<-- àíàëèçèì ôîðò
if (!CheckAttribute(rCharacter, "SinkTenPercent")) // ýòî íå ×Æ è íå èäóùèå íà àáîðäàæ ïèðàòû
{
int SailsPercent = sti(rCharacter.Ship.SP);
float HPPercent = GetHullPercent(rCharacter);
int CrewQuantity = sti(rCharacter.Ship.Crew.Quantity);
int MinCrewQuantity = GetMinCrewQuantity(rCharacter);
int iCharactersNum1, iCharactersNum2
and:
float HPp = GetHullPercent(&rCharacter);
Where is the HullPercent generated?
Any ideas? Jonathan? Buho?
Thanks
MK