Ghent
25th Sep 03, 1:36 PM
here's how to edit your persist##.lua file:
- first scroll down until you see this line
Squadrons = {
- immediately under that, add these lines, just copy paste
{
tactic = 0,
type = "Hgn_Dreadnaught",
subsystems = {
},
buildjobs = {
},
size = 1,
shiphold = {
},
name = "",
teamColourHandle = 0,
hotkey = 4096,
},
{
tactic = 0,
type = "Hgn_Battlecruiser",
subsystems = {
{
index = 0,
name = "HGN_BATTLECRUISERIONBEAMTURRET",
},
{
index = 0,
name = "HGN_BATTLECRUISERIONBEAMTURRET",
},
{
index = 0,
name = "HGN_BATTLECRUISERENGINE",
},
{
index = 0,
name = "HGN_C_MODULE_FIRECONTROL",
},
},
buildjobs = {
},
size = 1,
shiphold = {
},
name = "",
teamColourHandle = 0,
hotkey = 1088,
},
what this does is give you a Hiigaran Dreadnaught, hotkeyed to group 10, with colorscheme "0". The name section really isn't important unless you want it to be controlled by a sequence in a .nis movie inside the mission.
The second entry/group is for the Hiigaran battlecruiser, same deal, group 8 hotkey this time, colorscheme 0.
- General formatting -
you'll notice the { and } brackets. They have to be all matched up, opening and closing brackets, around each ship, subsystem, color values, etc, otherwise the .lua file is b0rked, and basically it won't read all the ships right, won't position your mothership in the mission, and thus you fail right after it loads up. IF there's anything after the bracket, include a comma (,) after it, no spaces, then hit enter. I don't know if blank lines are ok or not, but to be safe, dont include any. Make sure each bracket is opened and closed properly, and each bracket is on it's own line.
Want a battlecruiser with some fighters in it? Try this:
{
tactic = 0,
type = "Hgn_Battlecruiser",
subsystems = {
{
index = 0,
name = "HGN_BATTLECRUISERIONBEAMTURRET",
},
{
index = 0,
name = "HGN_BATTLECRUISERIONBEAMTURRET",
},
{
index = 0,
name = "HGN_BATTLECRUISERENGINE",
},
{
index = 0,
name = "HGN_C_MODULE_FIRECONTROL",
},
},
buildjobs = {
},
size = 1,
shiphold = {
{
index = 0,
type = "Hgn_Interceptor",
hotkey = 0,
teamColourHandle = 0,
size = 5,
tactic = 1,
},
{
index = 0,
type = "Hgn_Interceptor",
hotkey = 0,
teamColourHandle = 0,
size = 5,
tactic = 1,
},
{
index = 0,
type = "Hgn_ECMProbe",
hotkey = 0,
teamColourHandle = 0,
size = 1,
tactic = 0,
},
},
name = "",
teamColourHandle = 0,
hotkey = 1088,
},
...now if you wanted that battlecruiser to NOT have a firecontrol tower, but be working on building it, then paste in something like this:
{
tactic = 0,
type = "Hgn_Battlecruiser",
subsystems = {
{
index = 0,
name = "HGN_BATTLECRUISERIONBEAMTURRET",
},
{
index = 0,
name = "HGN_BATTLECRUISERIONBEAMTURRET",
},
{
index = 0,
name = "HGN_BATTLECRUISERENGINE",
},
},
buildjobs = {
[0] = {
[0] = {
name = "HGN_C_MODULE_FIRECONTROL",
rusSpent = 50,
},
},
},
size = 1,
shiphold = {
{
index = 0,
type = "Hgn_Interceptor",
hotkey = 0,
teamColourHandle = 0,
size = 5,
tactic = 1,
},
{
index = 0,
type = "Hgn_Interceptor",
hotkey = 0,
teamColourHandle = 0,
size = 5,
tactic = 1,
},
{
index = 0,
type = "Hgn_ECMProbe",
hotkey = 0,
teamColourHandle = 0,
size = 1,
tactic = 0,
},
},
name = "",
teamColourHandle = 0,
hotkey = 1088,
},
Please note that the variable "size = #," ONLY works for ships that comes in squadrons. This isn't like HW map making, for ships other than fighters & vettes that come out in squads of 5 or 3, you MUST specify EACH individual ship you want to start with.
- Color Schemes -
near the top, just after the research section, you'll scroll down and see this:
TeamColours = {
...this is the colorscheme section... and one of my biggest gripes with Relic right now, other than the fact that I STILL dont think they did the mechanics of turrets right in HW2, just like in HW1. GRRR! IT's incredibly stupid, while also allowing a lot of customization. EVERY single fricking time a mission starts up, the stupid game pastes in an entirely new section of default team colors at the top of this list, thus shifting up all the colorscheme numbers you worked so hard to get in order last mission, and DEFAULTING your nifty custom colorscheme that you just set up all over again. You will still start the next mission with all your custom colored ships and custom badge, but anything new you build will be back to the old boring blue & white default colors with the Hiigaran badge. By the time you get to around mission 9 or 12, there's OVER 37 CUSTOM COLORSCHEMES!!!!!!!!!!!!! This is fricking ridiculous relic. THey aren't even all used! Almost all of them are redundant and identical. :madashel: :flame: :mad:
Anyways... here's how to modify colorscheme 0, which is the top most colorscheme and what I usually use as my most common "default" colorscheme for a mission. Look again at the brackets and make sure they're opened & closed properly:
{
trailColour = {
0.36500,
0.55300,
0.66700,
},
badgeTexName = "PROFILES:badges/DPWHITE3D.TGA",
baseColour = {
0.50588,
0.38040,
0.12941,
},
stripeColour = {
0,
0,
0,
},
},
...what i've done here is leave the default trail color in, a light blue to match the engine color on most Hiigaran ships. Then I put in a custom badge from my badges folder, notice this is different from most of the other default badges in a persist#.lua file (like "DATA:Badges/Hiigaran.tga"). Then I put my own custom base & stripe colors in. Dark brown/tan and black to be specific. The colors are not in RGB 256 color # format, but in decimal format, where 1 = white, and 0 = black. Top is Red, Middile is Green, Bottom is Blue. Simply take the normal color # that you would use like in Paint Shop or Photoshop, and divide it by 255 (because the numbers actually go from 0-255 for a total of 256 colors). So in other words, this would give all red:
baseColour = {
1,
0,
0,
},
this would give magenta:
baseColour = {
1,
0,
1,
},
this would give yellow
baseColour = {
1,
1,
0,
},
and this would be some sort of light khaki desert color (rgb 192, 177, 141)
baseColour = {
0.75294,
0.69412,
0.55294,
},
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