Search found 799 matches

by relanat
Mon Oct 14, 2019 3:17 am
Forum: Shipyards
Topic: mission status query
Replies: 1
Views: 19

mission status query

A few missions will not complete if the player changes ships after the mission has been started. I would like to do a patch mod for 1.8 which will register the new playership for any outstanding missions but I am not sure of the terminology. A modification of the Ship Broker code would seem to be th...
by relanat
Mon Oct 14, 2019 3:06 am
Forum: Mod Announcements
Topic: Taipan GodShip
Replies: 10
Views: 1830

Re: Taipan GodShip

"no binding" error fixed. Thank you. And a 'Map/Unmap' action added for all objects in the galaxy. This uses 'unvSetObjectKnown' on the "sTV" criteria. Thanks to George again for releasing the "Wand of Wishing" mod because the code is copied from there. Note: we also set all systems (nodeIDs) known ...
by relanat
Wed Oct 02, 2019 2:56 am
Forum: Shipyards
Topic: Fleet wingman behavior help please
Replies: 9
Views: 263

Re: Fleet wingman behavior help please

NMS wrote:
Fri Sep 27, 2019 7:47 am
It works if you set a reasonable delay value. It's in ticks.
Aargh. That caught me out in an earlier version. Confusion between the timings values in code. :? I must have regressed back again. Many thanks.
by relanat
Wed Oct 02, 2019 2:51 am
Forum: Mod Announcements
Topic: Taipan GodShip
Replies: 10
Views: 1830

Re: Taipan GodShip

Never enough time for testing!

Thanks. I'll fix it. And thanks for the diagnostics too! :D

And great idea about setting all stations known. I'll do CSCs as well, and ships with docking ports if possible.
by relanat
Fri Sep 27, 2019 2:43 am
Forum: Mod Announcements
Topic: Taipan GodShip
Replies: 10
Views: 1830

Re: Taipan GodShip

Attached is a 1.9a1 version. Requires 1.9a1 (API 45). There may be a few little bugs. Hopefully the crashes have been fixed by an <OnGlobalObjDestroyed> event which forceUndocks the player from the screens that use NPCs if those ships are destroyed. Not tested much but I can't work out how to use th...
by relanat
Fri Sep 27, 2019 2:13 am
Forum: Mod Announcements
Topic: Loyal Fleet Settlements
Replies: 4
Views: 2118

Re: Loyal Fleet Settlements

Version 3 now on xelerus.
Requires 1.8.

A few minor changes to the station.
The turrets now have a repeating fire SAR/40 installed.
And thanks to community members, especially gc, there is a mission as well.
by relanat
Fri Sep 27, 2019 2:01 am
Forum: Shipyards
Topic: Fleet wingman behavior help please
Replies: 9
Views: 263

Re: Fleet wingman behavior help please

Nope. For some reason the 'escort order is always applied instantly regardless of timer event delays. 'shpSetController' may be priority code which always runs instantly or something. Last version attached. The Fleet ships always go straight to the formation position regardess of the first order giv...
by relanat
Fri Sep 27, 2019 1:59 am
Forum: Commonwealth
Topic: Steam Workshop and Multiverse Content
Replies: 5
Views: 155

Re: Steam Workshop and Multiverse Content

I also bought the expansions through Steam and couldn't work out how to get the updates via the MV. I will quote 0xABCDEF from this topic https://forums.kronosaur.com/viewtopic.php?f=2&t=8360 Ask George to get a Multiverse code for your Steam copy. There is currently no Steam integration for the Mul...
by relanat
Fri Sep 27, 2019 1:54 am
Forum: Bug Reports & Tech Support
Topic: MHRAD Anomally
Replies: 2
Views: 90

Re: MHRAD Anomally

Great bug report. This will happen if you change your playership at a Ship Broker after you start the mission. This is a known issue and affects quite a few missions. If this is what happened then you can complete the mission in the original playership. Go back to the station where you changed ships...
by relanat
Wed Sep 25, 2019 3:49 am
Forum: Shipyards
Topic: Fleet wingman behavior help please
Replies: 9
Views: 263

Re: Fleet wingman behavior help please

Cool. It usually takes me hours of trial and error to get events working. I'll give your code a go. Thanks.
by relanat
Wed Sep 25, 2019 3:39 am
Forum: Commonwealth
Topic: Vault of the Galaxy
Replies: 2
Views: 94

Re: Vault of the Galaxy

Try here. https://forums.kronosaur.com/viewtopic.php?f=2&t=7921

It's the 1.7 Beta 4 and Part II Alpha Test topic. (You can scroll down in the Commonwealth section of the forum to find it.)

I don't know if there are any redemptions left. Good luck and welcome!
by relanat
Mon Sep 23, 2019 4:32 am
Forum: Shipyards
Topic: Fleet wingman behavior help please
Replies: 9
Views: 263

Re: Fleet wingman behavior help please

Thanks. Using the 'i' value helped. The Fleet wingmen would deploy to the Fleet formation after gating. It seems these positions must be defined in the controller code (maybe CFleetShipAI.cpp). Setting the controller to 'auton or Nil had position 7 out in front of the playership whereas the Fleet co...
by relanat
Thu Sep 05, 2019 3:27 am
Forum: Shipyards
Topic: couple of Ship Pointing mod event queries
Replies: 4
Views: 250

Re: couple of Ship Pointing mod event queries

Very clever, NMS, cancelling the event within itself will allow it to be fired again from inside. Adding the cancel code to this code from the API 29 version cancels the event inside of itself and then fires it again. This works in 1.9a1. (if (gr close 10) (block (desire) (setq desire (subtract now ...
by relanat
Wed Sep 04, 2019 2:03 am
Forum: Shipyards
Topic: couple of Ship Pointing mod event queries
Replies: 4
Views: 250

Re: couple of Ship Pointing mod event queries

Thanks. I got it working in 1.9a1 with the provided code but then discovered a bug when you move the mouse when the code is running. I haven't tried cancelling the event first then re-firing it. That might help with the bug. Not sure.
by relanat
Mon Sep 02, 2019 4:05 am
Forum: Shipyards
Topic: couple of Ship Pointing mod event queries
Replies: 4
Views: 250

couple of Ship Pointing mod event queries

I have updated the Rotating Ship Pointing mod ready for release on the Multiverse. This mod rotates the ship automatically to the nearest cardinal point to help with lining up long range weapons fire. It is initiated by an added action in the Ship's Interior screen. Pretty much everything I know abo...