Search found 1912 matches

by Betelgeuse
Thu Apr 15, 2010 12:43 am
Forum: Ideas & Suggestions
Topic: bug with item data
Replies: 4
Views: 795

wow if that is true that is a really bad bug.
by Betelgeuse
Tue Apr 13, 2010 5:13 am
Forum: Ideas & Suggestions
Topic: powerUp and powerDown items
Replies: 0
Views: 573

powerUp and powerDown items

I would like to make items that you could run an event on called powerUp and after a time specified in the xml it would call powerDown. You could use this to put arbitrary timed events on things. For example you over charge on your over chargeable weapon it would do double damage for a time then do ...
by Betelgeuse
Mon Apr 12, 2010 11:20 pm
Forum: Shipyards
Topic: Consuming power
Replies: 16
Views: 1613

itmSetPower would be a nice thing to have but the only problem with that is we don't have a way of doing timed events for items. (other than onUpdate and that is expensive)
by Betelgeuse
Sun Apr 11, 2010 8:28 pm
Forum: Shipyards
Topic: Consuming power
Replies: 16
Views: 1613

what started this all is because we wanted a weapon that fired only when certain conditions where met. Using firing power even when not being fired didn't seem fair. Maybe an easier solution is to allow a return value from OnFireWeapon that communicates whether or not we should consume power (or so...
by Betelgeuse
Sun Apr 11, 2010 8:26 pm
Forum: Shipyards
Topic: Consuming power
Replies: 16
Views: 1613

maybe we could do without timers if we had events for when it would normally change power.
by Betelgeuse
Sun Apr 11, 2010 8:18 pm
Forum: Shipyards
Topic: Consuming power
Replies: 16
Views: 1613

what started this all is because we wanted a weapon that fired only when certain conditions where met. Using firing power even when not being fired didn't seem fair.
by Betelgeuse
Sun Apr 11, 2010 7:35 pm
Forum: Shipyards
Topic: Consuming power
Replies: 16
Views: 1613

There would be a default that you would put in the xml (like all items currently have). The new power use would be used instead of that one while it is active (however long the timer is). If a new one is applied it would overwrite the old one (this is on a single device so I don't see any issues wit...
by Betelgeuse
Sun Apr 11, 2010 6:32 pm
Forum: Shipyards
Topic: Consuming power
Replies: 16
Views: 1613

I was thinking just a stored number for the current power consumption stored on the item that would be removed or invalidated after the timer is done. I suggested that way because a GetPowerConsumption would be expensive and power use doesn't change that often. There might be use for a flag to say n...
by Betelgeuse
Sun Apr 11, 2010 5:55 pm
Forum: Shipyards
Topic: Consuming power
Replies: 16
Views: 1613

I would think a itmConsumePower might be easier. It would overwrite the old itmConsumePower and you would already have a list. It would only consume extra power for installed items so you would need virtual equipped items for consuming power with no corresponding equipped item. You would also need a...
by Betelgeuse
Fri Apr 09, 2010 6:30 pm
Forum: Shipyards
Topic: Why won't this overlay work?
Replies: 14
Views: 1550

objAddOverlay returns the id of the added overlay so save that and use that to remove.
by Betelgeuse
Wed Apr 07, 2010 1:10 am
Forum: Ideas & Suggestions
Topic: Enemies with ammo AI problem
Replies: 1
Views: 551

hmm this could also be an issue with the forth coming canFire event but I am not sure how to say you can't fire now and you can't fire ever again.
Maybe in the canFire you would have the enemy gate out.
by Betelgeuse
Sat Mar 13, 2010 1:01 am
Forum: Announcements
Topic: 1.0
Replies: 40
Views: 13312

congratulations on getting 1.0 out. 8)
I also noticed that transdata 2.0 is out.
by Betelgeuse
Tue Feb 23, 2010 9:59 pm
Forum: Shipyards
Topic: UNID Database
Replies: 552
Views: 100713

Shrike added :D
by Betelgeuse
Sun Feb 21, 2010 8:24 am
Forum: Shipyards
Topic: New (semi-ratified) xelerus standard
Replies: 11
Views: 1255

this is just a suggestion no one is going to take down a mod just because the mod maker forgot to put in what it over writes.
by Betelgeuse
Sat Feb 20, 2010 10:44 pm
Forum: Closed bug reports
Topic: shot object interations
Replies: 0
Views: 651

shot object interations

for post 1.0 I would like some way to tell the game what kind of things and how often a shot will interact with a given object. maybe an event called <ShotInteraction> that returns a percent chance that the shot interacts with the given object. Things this would help would be things like lasers shou...