Here is my idea. Here is the !init.ship.globalscriptmap.std script. I figure I can create a init script with just line 29..which should replace the original one?
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028
029 global ship map: set: key=COMMAND_ATTACK, class=Ship, race=$race, script='!ship.cmd.attack.std', prio=0
030
031 global ship map: set: key=COMMAND_ATTACK_RETURN, class=Ship, race=$race, script='!ship.cmd.attackreturn.std', prio=0
032
And then make my own ship.cmd.attack.std script like the original below, but points to my new attack.object script. I have check and it seems all attack scripts except turrents lead back to that main attack script. So hopefully this way will work. I will have to check this tomorrow after work.
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001 [THIS] -> set command: COMMAND_ATTACK target=$victim target2=$followsec par1=null par2=null
002 skip if [THIS] != $victim
003 return null
004 $followsec = ! $nofollowsec
005 @ = [THIS] -> call script '!fight.attack.object' : the victim=$victim follow in new sector=$followsec
006 return null
But it seems logical..aye?
Or would I have to redue the whole !init.ship.globalscriptmap.std and would it even replace the one thats already there?
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