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  1. --
  2. --The
  3. -- Easy
  4. --___________________ ___________.__ __
  5. --\______ \_ ___ \ \_ _____/| | ____ _____/ |_
  6. -- | _/ \ \/ ______ | __) | | _/ __ \_/ __ \ __\
  7. -- | | \ \____ /_____/ | \ | |_\ ___/\ ___/| |
  8. -- |____|_ /\______ / \___ / |____/\___ >\___ >__|
  9. -- \/ \/ \/ \/ \/
  10. --. . . . . . . . . . . . . . . . . . . . . . . .A.L.P.H.A. . . . .
  11. --..... o--o o--o O o o o--o o o o-o o--o o o .....
  12. --..... | | | / \ |\ /| | | | o o | | | / .....
  13. --..... O-o O-Oo o---o| O | O-o o o o | | O-Oo OO .....
  14. --..... | | \ | || | | \ / \ / o o | \ | \ .....
  15. --..... o o o o oo o o--o o o o-o o o o o .....
  16. --. . . . . . . . . . . . .V.E.R.S.I.O.N. . . . . . . . . . . . . .
  17. --. . . . . . . . . . . . . . . . . .v.0.8.7. . . . . . . . . . . .
  18. --. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  19. -- "The Easy RC-Fleet Framework"
  20. -- or also known as "RCFF"
  21. --by: nocalora
  22. --
  23. --Creating Customized Random Contacts has never been this Easy!
  24. --
  25. --Requirements
  26. --The SW3EXP Functions Library (0.6.2X)
  27. --
  28.  
  29. SW3EXP_RCFF_TableFleets =
  30. {
  31.  
  32. --"Navy Strike Fleet: Special Operations"
  33. {
  34. --Fleet Data
  35. FNAME = "Navy_Strike_Fleet",
  36. FAUTHOR = "Nocalora",
  37. FVERSION = "1.0",
  38. FWEBSITE = "http://forum.1cpublishing.eu/showthread.php?t=229453",
  39. FDESCRIPTION = "A Navy Special Operations Fleet",
  40. FREQUIRES = "Navy_Strike_Fleet",
  41.  
  42. --Fleet
  43. FMinStrength = 10,
  44. FMaxStrength = 30,
  45. FCapital = {"Battleship_vks2", "StoneArrowGK_vksR7", "StoneArrow_vksR10"},
  46. FCapitalPilot = {"VksOfficer"},
  47. FEscortMin = 2,
  48. FEscortMax = 6,
  49. FFaction = "Vks",
  50. FTeam = "Vks",
  51. FTeamGroup = "VksGroup",
  52. FCapitalOverrideType = {FALSE, 5},
  53.  
  54. --Properties
  55. Prop_AllHostile = FALSE,
  56. Prop_SpawnRelationState = "RELATION_NEUTRAL",
  57. Prop_HostileTable = CommonTables_Enemies,
  58.  
  59. Prop_AllowMultiInstances = FALSE,
  60. Prop_AllowDespawn = {FALSE, 180}, --Allow, Time
  61. Prop_PermVisible = FALSE,
  62. Prop_PermEscortVisible = FALSE,
  63. Prop_AllowRadio = {TRUE, 180, "This is a warning to all Empire citizens, who ever gets in our way is authorized to be neutralized with violence."},
  64. Prop_AllowTimerTrigger = {FALSE, 180, ""}, --Allow, Time, Functionname
  65. Prop_EnableChanceTrigger = {FALSE, 50, 160, ""}, --Allow, Percentage, Time, Functionname
  66. Prop_AllSystems = FALSE,
  67. Prop_SystemTable = SysList_Navy,
  68. Prop_PlayerInteraction = FALSE, --Allow
  69. Prop_CallsSOS = FALSE,
  70. Prop_CapitalFlees = FALSE,
  71. Prop_EscortFlees = FALSE,
  72. Prop_ReactsToOtherRCFF = {FALSE, "War", "Seek", "You're going to pay for your very Existence!"}, -- Allow, Initial Relation, Mode(Seek, Avoid, Talk), Message
  73. Prop_StackVectorMode = {"X", 5}, -- "X" or "Y" or "Z", Value of Coordinate
  74. Prop_SpecificPortals = FALSE,
  75. Prop_SpecificPortalsTable =
  76. {
  77. {
  78. "PORTAL_U"
  79. }
  80. },
  81. Prop_ManualEscort = FALSE,
  82. Prop_ManualEscortTable =
  83. {
  84. {--0
  85. "1", --Type(Interceptor=1, Bomber=2, Capital=3)
  86. "11", --Min Strength(Value)
  87. "16", --Max Strength(Value)
  88. "" --Manual Escort Object (""=Capital), NUMBER-Based. example: a "0" would reference to THIS escort itself.
  89. },
  90. {--1
  91. "2",
  92. "5",
  93. "11",
  94. ""
  95. },
  96. {--2
  97. "1",
  98. "6",
  99. "8",
  100. "0"
  101. },
  102. {--3
  103. "2",
  104. "8",
  105. "15",
  106. "1"
  107. }
  108. },
  109. Prop_FullManualEscort = TRUE,
  110. Prop_FullManualEscortTable =
  111. {
  112. {--0 --Flight
  113. F_Carcass =
  114. {
  115. "StoneArrow_vksR10"
  116. },
  117. F_Pilot =
  118. {
  119. "VksOfficer"
  120. },
  121. F_Roles =
  122. {
  123. "ROLE_LEADER"
  124. },
  125. F_OverrideMaxShips = {FALSE, 6},
  126. F_OverrideSpawnVector3 = {FALSE, Vector3(0, 0, 0)},
  127. F_ExecuteFunction = {FALSE, ""},
  128. F_Formation = "",
  129. F_EscortObj = ""
  130. },
  131. {--1 --Flight
  132. F_Carcass =
  133. {
  134. "Wyvern_nav2",
  135. "Wyvern_nav2",
  136. "Wyvern_nav2",
  137. "Wyvern_nav2",
  138. "Trident_nav2",
  139. "Trident_nav2"
  140. },
  141. F_Pilot =
  142. {
  143. "VksOfficer",
  144. "VksOfficer",
  145. "VksOfficer",
  146. "VksOfficer",
  147. "VksOfficer",
  148. "VksOfficer"
  149. },
  150. F_Roles =
  151. {
  152. "ROLE_LEADER",
  153. "ROLE_ATTACK",
  154. "ROLE_ATTACK",
  155. "ROLE_ATTACK",
  156. "ROLE_MISSLEDEFENCE",
  157. "ROLE_DEFEND"
  158. },
  159. F_OverrideMaxShips = {FALSE, 6},
  160. F_OverrideSpawnVector3 = {FALSE, Vector3(0, 0, 0)},
  161. F_ExecuteFunction = {FALSE, ""},
  162. F_Formation = "",
  163. F_EscortObj = "0"
  164. },
  165. {--2 --Flight
  166. F_Carcass =
  167. {
  168. "StoneArrow_vksR10"
  169. },
  170. F_Pilot =
  171. {
  172. "VksOfficer"
  173. },
  174. F_Roles =
  175. {
  176. "ROLE_LEADER"
  177. },
  178. F_OverrideMaxShips = {FALSE, 6},
  179. F_OverrideSpawnVector3 = {FALSE, Vector3(0, 0, 0)},
  180. F_ExecuteFunction = {FALSE, ""},
  181. F_Formation = "",
  182. F_EscortObj = ""
  183. },
  184. {--3 --Flight
  185. F_Carcass =
  186. {
  187. "Wyvern_nav2",
  188. "Wyvern_nav2",
  189. "Wyvern_nav2",
  190. "Wyvern_nav2",
  191. "Trident_nav2",
  192. "Trident_nav2"
  193. },
  194. F_Pilot =
  195. {
  196. "VksOfficer",
  197. "VksOfficer",
  198. "VksOfficer",
  199. "VksOfficer",
  200. "VksOfficer",
  201. "VksOfficer"
  202. },
  203. F_Roles =
  204. {
  205. "ROLE_LEADER",
  206. "ROLE_ATTACK",
  207. "ROLE_ATTACK",
  208. "ROLE_ATTACK",
  209. "ROLE_MISSLEDEFENCE",
  210. "ROLE_DEFEND"
  211. },
  212. F_OverrideMaxShips = {FALSE, 6},
  213. F_OverrideSpawnVector3 = {FALSE, Vector3(0, 0, 0)},
  214. F_ExecuteFunction = {FALSE, ""},
  215. F_Formation = "default",
  216. F_EscortObj = "2"
  217. },
  218. {--4 --Flight
  219. F_Carcass =
  220. {
  221. "Wyvern_nav2",
  222. "Wyvern_nav2",
  223. "Wyvern_nav2",
  224. "Wyvern_nav2",
  225. "Trident_nav2",
  226. "Trident_nav2"
  227. },
  228. F_Pilot =
  229. {
  230. "VksOfficer",
  231. "VksOfficer",
  232. "VksOfficer",
  233. "VksOfficer",
  234. "VksOfficer",
  235. "VksOfficer"
  236. },
  237. F_Roles =
  238. {
  239. "ROLE_LEADER",
  240. "ROLE_ATTACK",
  241. "ROLE_ATTACK",
  242. "ROLE_ATTACK",
  243. "ROLE_MISSLEDEFENCE",
  244. "ROLE_DEFEND"
  245. },
  246. F_OverrideMaxShips = {FALSE, 6},
  247. F_OverrideSpawnVector3 = {FALSE, Vector3(0, 0, 0)},
  248. F_ExecuteFunction = {FALSE, ""},
  249. F_Formation = "",
  250. F_EscortObj = ""
  251. },
  252. {--5 --Flight
  253. F_Carcass =
  254. {
  255. "Hrimturs_nav2",
  256. "Hrimturs_nav2",
  257. "Hrimturs_nav2",
  258. "Hrimturs_nav2",
  259. "Trident_nav2",
  260. "Trident_nav2"
  261. },
  262. F_Pilot =
  263. {
  264. "VksOfficer",
  265. "VksOfficer",
  266. "VksOfficer",
  267. "VksOfficer",
  268. "VksOfficer",
  269. "VksOfficer"
  270. },
  271. F_Roles =
  272. {
  273. "ROLE_LEADER",
  274. "ROLE_ATTACK",
  275. "ROLE_ATTACK",
  276. "ROLE_ATTACK",
  277. "ROLE_MISSLEDEFENCE",
  278. "ROLE_DEFEND"
  279. },
  280. F_OverrideMaxShips = {FALSE, 6},
  281. F_OverrideSpawnVector3 = {FALSE, Vector3(0, 0, 0)},
  282. F_ExecuteFunction = {FALSE, ""},
  283. F_Formation = "",
  284. F_EscortObj = ""
  285. }
  286. },
  287.  
  288. --//Objectives: 0 - Default(Patrols X RANDOM Vector3's and returns to portal)
  289. -- 1 - Escort Object, example: mothership
  290. -- 2 - Attack Object, example: mothership
  291. -- 3 - Fly to Vector3 Coordinates and fly back to portal.
  292. -- 4 - Visit Random Stations
  293. Prop_Objective = 0,
  294. Prop_Objective_Object = "",
  295. Prop_Objective_Vector3 = {Vector3(100, 0, 0), Vector3(-100, 0, 0), Vector3(360, 0, 270), Vector3(-360, 0, 500)},
  296. Prop_Objective_VRandStMax = 2, --Max number of stations to visit
  297. Prop_Objective_VRandVMax = 3, --Max number of Vector3s to visit
  298. Prop_Objective_VRandVMax_YMax = 50, --Max difference between Y Height. 50 = (-50 to 50)
  299.  
  300. --Events
  301. OnSpawn = {"FALSE", ""},
  302. OnLeave = {"FALSE", ""},
  303. OnDeath = {"FALSE", ""},
  304. OnEscortDeath = {"FALSE", ""},
  305.  
  306. --Conditional Events
  307. C_OnArrival = {"FALSE", ""}, --Required Objective: 3 or 4
  308. C_FirstPoint = {"FALSE", ""}, --Required Objective: 3 or 4
  309. C_LastPoint = {"FALSE", ""}, --Required Objective: 3 or 4
  310. C_PreLastPoint = {"FALSE", ""}, --Required Objective: 3 or 4
  311. C_PlayerNear = {"FALSE", "", 60} --Requires: "Prop_PlayerInteraction"
  312. }
  313. };
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