Search found 73 matches

by giantcabbage
Thu Jun 15, 2017 5:47 pm
Forum: Shipyards
Topic: action desc in scrAddAction query
Replies: 3
Views: 57

Re: action desc in scrAddAction query

They're two separate commands - you add the action with scrAddAction, then set the description e.g.: (scrAddAction gScreen 'actionTest -1 'Test 'T (dbgOutput "Boo")) (scrSetActionDesc gScreen 'actionTest "This will print Boo to the debug console") There are more examples in: RPGArmorDockScreens.xml ...
by giantcabbage
Mon May 01, 2017 10:12 am
Forum: Shipyards
Topic: Reload events
Replies: 5
Views: 149

Re: Reload events

In my upgradable wingmen mod you can install missile launchers on your wingmen. They will then automatically reload at stations selling ammo using code similar to their armor repair. Code is in:
https://github.com/gcabbage/Transcenden ... ingmen.xml
by giantcabbage
Sat Apr 29, 2017 6:54 pm
Forum: Announcements
Topic: 1.8 Alpha 1 Released
Replies: 5
Views: 1107

Re: 1.8 Alpha 1 Released

The early Benedict missions and Korolov at Charon were broken by my mission updates. The Benedict missions are just missing the sistersMission attribute and I've added a fix in the "MissionRefactor" mod available here: https://github.com/gcabbage/TranscendenceMods/archive/master.zip Edit: Initial ve...
by giantcabbage
Wed Apr 26, 2017 5:39 pm
Forum: Ideas & Suggestions
Topic: New Commonwealth missions
Replies: 8
Views: 199

Re: New Commonwealth missions

Commonwealth MIning Assay The player docks at a mining colony and is approached by a group of miners. They want to mine an asteroid field in the system, but mining activity in the system is known to attract outlaw claim jumpers. The player is given some seismic scanner pods and travels to the ore-b...
by giantcabbage
Thu Mar 30, 2017 8:35 pm
Forum: Ideas & Suggestions
Topic: Armor balance discussion
Replies: 52
Views: 1003

Re: Armor balance discussion

Currently the freighter has an initial mass of 165 (150 hull, 10 armor, 5 device) and thrustRatio of 1.5 This gives initial engine thrust of 165 * 1.5 = 247.5 The Wolfen has an initial mass 46 (30 hull, 11 armor, 5 devices) and thrustRatio of 13 Gives engine thrust of 46 * 13 = 598 So the Wolfen is ...
by giantcabbage
Thu Mar 30, 2017 5:36 pm
Forum: Ideas & Suggestions
Topic: Armor balance discussion
Replies: 52
Views: 1003

Re: Armor balance discussion

One solution to the armor mass issue is to have ships lose max-speed as well as maneuverability. I think it would be more intuitive if the ships maneuverability and max-speed were based on total mass (hull + armor + devices + cargo). I’m guessing that turn-rate and acceleration already depend on to...
by giantcabbage
Wed Mar 22, 2017 11:35 pm
Forum: Shipyards
Topic: Militia missions --> new format
Replies: 7
Views: 182

Re: Militia missions --> new format

While it's a bit outside the scope of what you've all been planning, might I suggest swapping the marauder ship spawning for the various missions over to tables? Yes, my main aim is to update all the legacy missions to use the latest features (MissionType, Language, ShipTable etc.) so that they are...
by giantcabbage
Tue Mar 21, 2017 11:03 pm
Forum: Shipyards
Topic: Militia missions --> new format
Replies: 7
Views: 182

Re: Militia missions --> new format

Hi, I think this is a great idea - and I’m also working on converting things to use MissionType. I’ve been putting the changes on github and you can view them in this pull request: https://github.com/kronosaur/Transcendence/pull/32 If you go to the files tab you can see the edits I’ve made, or click...
by giantcabbage
Sat Mar 11, 2017 4:55 pm
Forum: Shipyards
Topic: Possible flaw in mission types?
Replies: 6
Views: 203

Re: Possible flaw in mission types?

I'm a little confused here - You don't need to register objects for events in order to call them in events. OnObjDestroyed seems to be called whenever an object is destroyed, because I can use the event to evaluate all kinds of objects when they're destroyed without ever registering an object. That...
by giantcabbage
Sat Mar 11, 2017 11:32 am
Forum: Shipyards
Topic: Possible flaw in mission types?
Replies: 6
Views: 203

Re: Possible flaw in mission types?

From my understanding, msnRegisterForEvents isn't functional anymore (at least, from what I've tried). Take a look at times its used in the code, like in Benedict02.xml, I've just created a test mission and msnRegisterForEvents works with version 1.7 Benedict02 is probably a bad example to start fr...
by giantcabbage
Fri Mar 10, 2017 7:01 pm
Forum: Shipyards
Topic: Possible flaw in mission types?
Replies: 6
Views: 203

Re: Possible flaw in mission types?

If you are searching for targets etc. in <OnCreate> then you should also register for their events (msnRegisterForEvents gSource targetObj). If any mission critical objects are destroyed just call msnSuccess / msnFailure and the engine should destroy the mission.
by giantcabbage
Fri Feb 17, 2017 8:08 pm
Forum: Modding Reference
Topic: Function List — 1.7b6 (API 35)
Replies: 8
Views: 300

Re: Function List — 1.7b6 (API 35)

digdug wrote:
Fri Feb 17, 2017 6:19 pm
there are still a few typos in the functionlist
If you make a list of any other typos you spot I'll take a look next time I do an update. Also any functions with wrong or incomplete help text (e.g. map)
by giantcabbage
Wed Feb 08, 2017 4:48 pm
Forum: Shipyards
Topic: Undertanding map and filter.
Replies: 2
Views: 110

Re: Undertanding map and filter.

(map list ['excludeNil|'original|'reduceMax|'reduceMin] var exp) -> list excludeNil - exclude items where expression evaluates to Nil The four reduce options (reduceMin, reduceMax, reduceSum, reduceAverage) will reduce the output to a single value rather than a list. e.g. reduceMin returns the mini...
by giantcabbage
Wed Sep 21, 2016 9:06 pm
Forum: Commonwealth
Topic: Endless Sky
Replies: 22
Views: 4015

Re: Endless Sky

Gameplay The game has three main modes: Early: player has no money and is struggling to pay off their mortgage by trading or taking basic transport / cargo missions Campaign: player starts working for one of the three human factions and earns money through a series of missions. There are a few shor...
by giantcabbage
Sun Aug 21, 2016 10:00 pm
Forum: Mod Announcements
Topic: Giantcabbage Mods
Replies: 0
Views: 3194

Giantcabbage Mods

I've added an Upgradeable Wingmen extension to my mods on github. This allows you to upgrade your wingmen by offering them armor and devices. They will accept upgrades, but not downgrades. All three standard wingmen have Wolfen device and armor limits for now, though the wingmen will only install on...