Search found 18 matches

by phantomfoot
Tue Apr 27, 2010 11:32 pm
Forum: Commonwealth
Topic: Start menu battles
Replies: 12
Views: 8101

Heh I remember fooling around with a mod the other day.... got a station to create itself in place of an enemy ship, but I forgot the station spawned with 4 enemy ships, so each of those ships turned into stations, which each had 4 more ships, which each turned into stations... It was madness! Infin...
by phantomfoot
Tue Apr 27, 2010 11:15 pm
Forum: Community Discussions
Topic: Upgrade forum software? (SMF/PHPBB3)
Replies: 19
Views: 19900

What I'd suggest is Invision ProBoards. It's awesome. It's the best looking software I've seen, and I've noticed that it never glitches up like other forum systems do. I'm not completely sure if its free though... Shame Invision PB is not free.. that too is my favourite forum system by far. I have ...
by phantomfoot
Mon Apr 19, 2010 10:02 am
Forum: Shipyards
Topic: Ship AI question
Replies: 6
Views: 4466

shpOrderHold works for me on a hostile ship with no eventHandler and no other orders that was specifically created with a script (not a random encounter or otherwise associated with a station). Thanks that's good to know, I will try it out. The eventHandler might have been what was stopping it from...
by phantomfoot
Sat Apr 17, 2010 6:52 pm
Forum: Shipyards
Topic: Ship AI question
Replies: 6
Views: 4466

Ship AI question

Hello good people! Is there a way to make an enemy ship stop, stay in one place and attack from a stationary position? I've tried using ObjMoveTo to stop the ship, which is fine, but as soon as it is stopped the little critter immediately wants to fly off again. shpOrderHold doesn't seem to work eit...
by phantomfoot
Mon Apr 12, 2010 8:09 pm
Forum: Shipyards
Topic: Is there a function that detects thrust?
Replies: 0
Views: 1633

Is there a function that detects thrust?

This might be a long shot, but is there any function that can 'get' whether the playership's thrust is on or off? Not the ship's velocity, but whether the ship is thrusting or not thrusting?

Thanks

Edit: Nevermind, I've found another way to do it
by phantomfoot
Mon Apr 12, 2010 9:53 am
Forum: Shipyards
Topic: Why won't this overlay work?
Replies: 14
Views: 8781

Ah yes, I can see how that is done. Thanks for the tip.
by phantomfoot
Sun Apr 11, 2010 1:52 pm
Forum: Shipyards
Topic: Why won't this overlay work?
Replies: 14
Views: 8781

Eureka! I got it to work! This seems to work just fine: (block (shipspeed) (setq shipspeed (sysVectorSpeed (objgetVel gPlayerShip))) (objRemoveOverlay gSource (objGetData gPlayerShip "anim")) (if (gr shipspeed 0) (objSetData gPlayerShip "anim" (objAddOverlay gPlayerShip &ovAnimationStill; (objgetPos...
by phantomfoot
Sun Apr 11, 2010 12:04 pm
Forum: Shipyards
Topic: Why won't this overlay work?
Replies: 14
Views: 8781

check that objAddOverlay once again... it looks like you didn't give it a timeout. I don't think the timeout thing is what I'm looking for. I tried it, but because it keeps removing itself every 28 ticks (or however long you set it), the overlay blinks on and off. I am hoping the overlay will be co...
by phantomfoot
Sat Apr 10, 2010 3:12 pm
Forum: Shipyards
Topic: Why won't this overlay work?
Replies: 14
Views: 8781

Nice one! Thanks, that kinda makes sense now. Almost there. But something strange is happening. Sometimes it works (the overlay adds and removes itself fine), sometimes the overlay stays there (it doesn't get removed), and sometimes it doesn't work at all (the overlay doesn't even get added). How ca...
by phantomfoot
Sat Apr 10, 2010 10:54 am
Forum: Shipyards
Topic: Why won't this overlay work?
Replies: 14
Views: 8781

objAddOverlay returns the id of the added overlay so save that and use that to remove. That sounds like what I want. Could you possibly give an example of how I would save it? Would I use objGetOverlayData, or objSetoverlayData, or something else? Sorry to ask, only i was trying all last night and ...
by phantomfoot
Fri Apr 09, 2010 6:19 pm
Forum: Shipyards
Topic: Why won't this overlay work?
Replies: 14
Views: 8781

Great! Thanks, I forgot about the sysVectorSpeed. Ok so now the overlay is appearing, but it stays on even if velocity is greater than 0. Once it appears, it remains there for good. Is there any way to remove it once the playership velocity > 0? I tried this: (if (gr shipspeed 1) (objRemoveOverlay g...
by phantomfoot
Thu Apr 08, 2010 10:55 pm
Forum: Shipyards
Topic: Why won't this overlay work?
Replies: 14
Views: 8781

Why won't this overlay work?

I'm trying to do an overlay for a ship mod, but the code below doesn't seem to do anything. There are no errors, it just does nothing. I'm trying to say "If the playership's velocity = 0 (i.e. stationary), then overlay an image on the playership" <ItemType UNID="&itAnimation;" virtual= "true" device...
by phantomfoot
Thu Apr 08, 2010 9:30 am
Forum: Shipyards
Topic: Animated Ships on key press?
Replies: 7
Views: 3818

Thanks that's really good info.

My initial thought was to detect the key press, but if an overlay can be triggered by checking the velocity of the ship, then I was thinking key detection would not be required?
by phantomfoot
Wed Apr 07, 2010 8:30 pm
Forum: Shipyards
Topic: Animated Ships on key press?
Replies: 7
Views: 3818

Ok how about this then...

If the playership has a velocity of 0 (ie. stationary), then the ship has one image (can you use objGetVel for this? Or shpGetDirection?)

If the playership is moving, (Velocity > 0) then overlay another image

Possible?

Any pointers would be much appreciated :)

Thanks
by phantomfoot
Sat Apr 03, 2010 10:33 am
Forum: Shipyards
Topic: Animated Ships on key press?
Replies: 7
Views: 3818

Thanks! Still trying to figure it all out, but hopefully that gives me enough to go on...