Search found 35 matches

by robotarozum
Mon Jan 27, 2014 6:09 pm
Forum: Shipyards
Topic: ObjAddItem, ObjGetItems, ShpInstallArmor
Replies: 8
Views: 1852

Re: ObjAddItem, ObjGetItems, ShpInstallArmor

Aha! Yes, that is working just fine. Thanks again! :)
by robotarozum
Sun Jan 26, 2014 10:18 pm
Forum: Shipyards
Topic: ObjAddItem, ObjGetItems, ShpInstallArmor
Replies: 8
Views: 1852

Re: ObjAddItem, ObjGetItems, ShpInstallArmor

Okay I have tried it some more and the "unid" criterion just isn't working at all, I think the client I have cannot interpret between it and the others. When I do (objgetitems gplayership X) I get... "unid:0xd518ff40;" devices and fuel "unid:0xd518FF40;" devices "unid:0xD518FF40;" nothing (nothing i...
by robotarozum
Sat Jan 25, 2014 12:54 am
Forum: Shipyards
Topic: ObjAddItem, ObjGetItems, ShpInstallArmor
Replies: 8
Views: 1852

Re: ObjAddItem, ObjGetItems, ShpInstallArmor

Ah, that all makes sense. Thanks so much! :)
by robotarozum
Fri Jan 24, 2014 10:36 pm
Forum: Shipyards
Topic: ObjAddItem, ObjGetItems, ShpInstallArmor
Replies: 8
Views: 1852

Re: ObjAddItem, ObjGetItems, ShpInstallArmor

Ok so I looked shpinstallarmor on xelerus and just used...

(shpInstallArmor gPlayership (itmCreate 0xD518FF28 1) 0)

...and it worked a treat, but I'm still really confused by the objgetitems part.
by robotarozum
Fri Jan 24, 2014 10:31 pm
Forum: Shipyards
Topic: ObjAddItem, ObjGetItems, ShpInstallArmor
Replies: 8
Views: 1852

ObjAddItem, ObjGetItems, ShpInstallArmor

So I'm trying to install certain armors without selecting them from dockscreens. I thought what I would do is... (objadditem gplayership (itmcreate 0xD518FF28 4) 4) (shpinstallarmor gplayership (@ (objgetitems gplayership "unid:0xD518FF28^U") 0) 0) (shpinstallarmor gplayership (@ (objgetitems gplaye...
by robotarozum
Sun Jan 19, 2014 2:13 am
Forum: Stable (v1.7) Bug Reports
Topic: Luminous Assemblers and Stats
Replies: 1
Views: 1134

Luminous Assemblers and Stats

Under the "enemy stations destroyed" heading in the endgame stats, there is no entry for Luminous Assemblers in my most recent playthrough. The mods I was using were Chainsaw and Beyond the Mainline, and I would be surprised if either caused it. I checked under enemy ships (Luminous drones were pres...
by robotarozum
Fri Jan 17, 2014 10:17 pm
Forum: Mod Announcements
Topic: Chainsaw - Grosse Pointe Blank
Replies: 6
Views: 2950

Re: Chainsaw - Grosse Pointe Blank

The upgrade economics are tricky, for sure. I think a big part is that the lower levels just go by so quickly, like any RPG. With that in mind the critical point is the upgrade in St. Kat's: it's too easy to sneak ahead from Rigel in vanilla, but the enemies get so much stronger after SK that the up...
by robotarozum
Tue Jan 14, 2014 11:11 pm
Forum: Mod Announcements
Topic: Chainsaw - Grosse Pointe Blank
Replies: 6
Views: 2950

Re: Chainsaw - Grosse Pointe Blank

Thanks for the feedback! Fast pace is very much what I was going for, I'm glad to hear that others have found the same. I didn't alter anything in the buy/sell bits as far as money goes. I would guess that the mod changes the money paradigm in favor of the player because of... 1. free weapons (even ...
by robotarozum
Tue Jan 14, 2014 9:42 pm
Forum: Mod Announcements
Topic: Chainsaw - Grosse Pointe Blank
Replies: 6
Views: 2950

Chainsaw - Grosse Pointe Blank

Short version: a fast ship with high damage but tiny weapons range, light armor, low cargo space, and limited slots. http://xelerus.de/index.php?s=mod&id=1360 . Whenever I played vanilla, I found myself getting a howitzer and mopping the floor with every enemy: at 120 ls they out-distance every enga...
by robotarozum
Tue Jan 14, 2014 6:40 pm
Forum: Shipyards
Topic: CanInstallItem Event, or Item Restriction in General
Replies: 3
Views: 653

Re: CanInstallItem Event, or Item Restriction in General

Oh, sweet! :D Until then I can just politely suggest that people use the appropriate weapons, no problemo.
by robotarozum
Tue Jan 14, 2014 3:17 am
Forum: Shipyards
Topic: CanInstallItem Event, or Item Restriction in General
Replies: 3
Views: 653

CanInstallItem Event, or Item Restriction in General

This is the very last thing I need to make my mod go, so I hope the answer is easy! :D I have a mod ship that I want to only use specific mod weapons, while treating all other installs as in vanilla (so armor restricted by mass, etc.). All the mod weapons have the modifier TDI, so I thought I could ...
by robotarozum
Mon Jan 13, 2014 2:11 am
Forum: Shipyards
Topic: XML and CPP
Replies: 11
Views: 2292

Re: XML and CPP

Ahh, yes indeed! Thanks again! :)
by robotarozum
Mon Jan 13, 2014 12:40 am
Forum: Shipyards
Topic: XML and CPP
Replies: 11
Views: 2292

Re: XML and CPP

I don't follow. What I have is:

<ItemType
stuff
>

<Image stuff />

<Weapon
stuff
>

<Effect>
stuff
</Effect>

</Weapon>

<Events>
stuff
</Events>

</ItemType>

No good?
by robotarozum
Sun Jan 12, 2014 10:17 pm
Forum: Shipyards
Topic: Adding Station to Vanilla - Workaround
Replies: 5
Views: 1055

Re: Adding Station to Vanilla - Workaround

Worked like a charm, thanks! :)
by robotarozum
Sun Jan 12, 2014 9:28 pm
Forum: Shipyards
Topic: XML and CPP
Replies: 11
Views: 2292

Re: XML and CPP

I'm slowly getting it, it turns out I need to have it all inside an <Events> tag to make it go, but now I have a new problem. When I took a C++ course once I found it useful during debugging to put echos here and there, so I could see where the code was actually going vs. where I wanted it to go. I ...