include library.utils; include library.ship_ai; include library.space_utils; include library.space_combat; include library.space_create; const string[] ATTACKER_LIST = { "tiefighter", "tiefighter", "tiefighter", "tiefighter", "tiefighter", "tiefighter", "tiefighter", "tieinterceptor", "tieinterceptor", "tieinterceptor", "tiebomber", "tiebomber", "tiebomber", "tiebomber" }; const string[] DEFENDER_LIST = { "xwing", "xwing", "xwing", "xwing", "ywing_average", "ywing_average", "ywing_average" }; trigger OnAttach() { removeObjVar(self, "intNoDump");// hack to make ship save out properly return SCRIPT_CONTINUE; } trigger OnShipWasHit (obj_id objAttacker, int intWeaponIndex, boolean isMissile, int missileType, int intTargetedComponent, boolean fromPlayerAutoTurret, float hitLocationX_o, float hitLocationY_o, float hitLocationZ_o) { return SCRIPT_CONTINUE; } messageHandler spawnNebulon() { transform trMyTransform= getTransform_o2w(self); // we modify it vector vctTest = new vector(100f, 100f, 100f); // OFFSET FOR 2ND NEBULON transform trNewTransform = trMyTransform.move_l(vctTest); // play with these obj_id objNewNebulon = space_create.createShip("corellian_corvette", trNewTransform, null); // disable the engines space_utils.setComponentDisabled(objNewNebulon, ship_chassis_slot_type.SCST_engine, true); space_utils.setComponentDisabled(self, ship_chassis_slot_type.SCST_engine, true); setObjVar(self, "objBuddy", objNewNebulon); setObjVar(objNewNebulon, "intNebulon", 1); setObjVar(objNewNebulon, "intNoDump", 1); attachScript(objNewNebulon, "e3demo.nebulon_damaged"); dictionary dctParams = new dictionary(); space_utils.notifyObject(self, "startNebulonAttack", dctParams); return SCRIPT_CONTINUE; } messageHandler startNebulonAttack() { // DEFENDERS obj_id objFoo = null; obj_id objFoo2 = null; for(int intI = 0; intI