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[Modding Help] Starting Game Event
Posted: Fri Sep 21, 2012 2:50 am
by Daichi
Has anyone had any luck with a special event at the start of the game?
I know there are mods that change the fleet delay, but I want to do other things, like a choice box, adding/removing items, maybe having a store.
It seems like anything I add to the "START_GAME" event doesn't really do much. Maybe this is due to the ship being initialized, the Tip notes also being displayed, or maybe something here is hard coded, I honestly don't know. I can only speculate.
Re: [Modding Help] Starting Game Event
Posted: Fri Sep 21, 2012 3:32 am
by buzzyrecky
I noticed this as well when I was testing my events, but I noticed that if you add a followup event to it, rather than making it happen immediately, it should work.
example (I dont remember the exact way to code this but this is the general idea):
<event=start game>
___<text>you cant use this one</text>
_________<choice>
_____________Put whatever you wanted to do here.
Re: [Modding Help] Starting Game Event
Posted: Fri Sep 21, 2012 9:44 am
by Daichi
Hmm, I'm not having any luck. Maybe I'm not completely understanding your advice completely. I don't suppose you could provide a working example?
Re: [Modding Help] Starting Game Event
Posted: Fri Sep 21, 2012 9:43 pm
by Daichi
Saw these two posts in the "[Modding] R&D and current findings" post.
viewtopic.php?f=4&t=2190&start=10#p8542viewtopic.php?f=4&t=2190&start=10#p8573Looks like the START_GAME event is partially inherited by START_BEACON.
I've had luck adding Scraps to the ship in the START_BEACON event, no luck with a choice list yet. I'll keep trying when I find the time.
Re: [Modding Help] Starting Game Event
Posted: Fri Sep 21, 2012 9:59 pm
by Icehawk78
Ah, excellent - thanks for this!
With this advice, I was able to add the following:
Code: Select all
<event name="START_GAME">
<text>The data you carry is vital to the remaining Federation fleet. You'll need supplies for the journey, so make sure to explore each sector before moving on to the next. But get to the exit before the pursuing Rebel fleet can catch up! (MOD ACTIVE)</text>
<event load="RANDOMIZE_SHIP_EQUIPMENT"/>
<choice>
<text>(MOD) Continue...</text>
<event load="RANDOMIZE_SHIP_EQUIPMENT"/>
</choice>
<choice>
<text>Randomize your ship. (Select this if piloting the Randomizer or you will not receive any equipment for your run.)</text>
<event load="RANDOMIZE_SHIP_EQUIPMENT"/>
</choice>
</event>
<event name="START_BEACON">
<text>Welcome to a new sector! Get to the exit beacon and jump to the next sector before the pursuing Rebels catch you!</text>
<event load="RANDOMIZE_SHIP_EQUIPMENT"/>
<choice>
<text>(MOD) Continue...</text>
<event load="RANDOMIZE_SHIP_EQUIPMENT"/>
</choice>
<choice>
<text>Randomize your ship. (Select this if piloting the Randomizer or you will not receive any equipment for your run.)</text>
<event load="RANDOMIZE_SHIP_EQUIPMENT"/>
</choice>
</event>
This gave me a choice list and everything. Still having difficulty adding entirely new systems via event, so it still needs some tweaking.