Search found 94 matches
- Sat Oct 18, 2008 3:13 pm
- Forum: Shipyards
- Topic: Topology in 0.99
- Replies: 11
- Views: 5664
If they all get spliced, how do you define an alternate topology? Eh? Rather easy - if it is under <TranscendenceAdventure> then you obviously want a completely custom topology. But if it's a <TranscendeceExtension> then it just adds the nodes from the topology to the build-in one. As easy as 1,2,3...
- Sat Oct 18, 2008 3:06 pm
- Forum: Shipyards
- Topic: How to use shpOrderLoot ?
- Replies: 6
- Views: 3378
Re: How to use shpOrderLoot ?
I tried to refer to the traget's wreck using the target's object ID. ... which is why it doesn't work, because shipwrecks have nothing to do with ships. Ships are <ShipClass> whereas shipwrecks are <StationType>. Neither their UNIDs nor their pointers are the same. When you destroy a ship, it's gon...
- Fri Oct 17, 2008 7:33 pm
- Forum: Shipyards
- Topic: Topology in 0.99
- Replies: 11
- Views: 5664
:lol: There are beacons in all the systems from mods I released for topology from then on. If you happen to need them for some reason. Don't need them now that sysCreateStargate actually creates a 'named' gate, to which you can later objGateTo. It's the only function right now that allows dynamic '...
- Fri Oct 17, 2008 1:52 pm
- Forum: Mod Announcements
- Topic: Mining Auton mod
- Replies: 12
- Views: 7656
- Fri Oct 17, 2008 1:49 pm
- Forum: Shipyards
- Topic: Topology in 0.99
- Replies: 11
- Views: 5664
Why don't you just add the nodes you want in the XML version of the game? No other reason except it can't be a 'pure' extension, you know, a thing you just have to unpack to the 'Extensions' folder and it works. To tell you the truth, I never even added those <Marker> things to every system in the ...
- Thu Oct 16, 2008 7:43 pm
- Forum: Shipyards
- Topic: Topology in 0.99
- Replies: 11
- Views: 5664
Hope that helps. Wish I could say yes, but unfortunately no. I know all this, what you go into great detail above - I'm just wondering aloud WHY it is like that. I mean, I don't think there is a technical reason for that; it's just a limitation I would like to see gone in the next version, like som...
- Tue Oct 14, 2008 9:56 pm
- Forum: Shipyards
- Topic: Topology in 0.99
- Replies: 11
- Views: 5664
No. That is to say, you will need to create an adventure extension to make any alterations to the existing topology whatsoever. The huari homeworld is a node that is included in the main topology, via modules. It exists at the beginning of the game, and is linked to- the node is not created by the ...
- Tue Oct 14, 2008 9:37 pm
- Forum: Shipyards
- Topic: Topology in 0.99
- Replies: 11
- Views: 5664
Topology in 0.99
I know it's possible to make a completely new topology in an extension, with AdventureDesc tag (and SystemTopology) - but, is it possible to 'add' a system to the existing, built-in topology? Sort of like Huari.xml adds a system to the topology? I tried emulating the same stuff from Huari but either...
- Tue Oct 14, 2008 1:46 pm
- Forum: Shipyards
- Topic: Enemy ships armor segments
- Replies: 6
- Views: 4718
0 degrees is the front. Angular rotation is clockwise. So, the segment, start=0 span=15, begins at the front (between the forward facing spikes of a dreadnought) and covers a 15 degree clockwise arc from there. So the dreadnought is vulnerable only at the front, some 120 degrees (60 clockwise, 60 c...
- Tue Oct 14, 2008 10:53 am
- Forum: Shipyards
- Topic: Enemy ships armor segments
- Replies: 6
- Views: 4718
Enemy ships armor segments
How does the game convert various different shapes of those big ships, into appropriate armor segments which are defined only by angle span? For example, ranx dreadnought has 24 armor segments, each spanning 15 degrees. One would think dreadnought has a perfect circular shape :D anyway, which part o...
- Tue Oct 14, 2008 9:03 am
- Forum: Closed bug reports
- Topic: A CSC bug
- Replies: 11
- Views: 7046
Isn't it scary that Adventurer Outfitters have omni ion cannons, while actual warships are armed with pea shooters? Hmm, 4 TeV9's firing 6 times per second (CSC's have fireRateAdj="10") beat that 1 heavy ion cannon firing at 3.7 per second. But not by much. :D In fact, against level 9 armor and bet...
- Mon Oct 13, 2008 9:03 am
- Forum: Mod Announcements
- Topic: Mining Auton mod
- Replies: 12
- Views: 7656
Thanks for the advices ! I'll begin to see what can be done, think it out to sort all the posible ways and when I'll begin coding on the topic I'll implement something based on your mod, but taking into account your adjustments. Actually now your idea sounds appealing to me... those giant mining sh...
- Sun Oct 12, 2008 10:38 am
- Forum: Mod Announcements
- Topic: Mining Auton mod
- Replies: 12
- Views: 7656
Hi Apemant, hi all, Just was about to think about mining ships ! I think I'll draw inspiration from both of your Autons. I want to have heavy mining ships that are just vast storage hangars, surrounded by hosts of autons that mine the asteroids around and ferry the ore to their mothership. For your...
- Sun Oct 12, 2008 2:34 am
- Forum: Mod Announcements
- Topic: Mining Auton mod
- Replies: 12
- Views: 7656
I'm gonna do a similar auton which goes around, loots wrecks for valuable items, and then blasts them to pieces with a WMD weapon, say a modified short range mark V howitzer or something. The auton will be highly customizable, i.e. there will be a docking screen for setting various parameters, like...
- Thu Oct 09, 2008 7:52 am
- Forum: Shipyards
- Topic: sysAddObjRecurringTimerEvent question (for George)
- Replies: 2
- Views: 1994
Re: sysAddObjRecurringTimerEvent question (for George)
The execution engine is single-threaded, so only one script will execute at a time. I don't know of any race conditions right now. Thanks, this answers a lot... it definitely means I made some bug elsewhere. Will do some more debugging I guess. Good to know I don't have to fear those timer events...