Search found 1912 matches
- Thu Feb 18, 2010 10:44 pm
- Forum: Shipyards
- Topic: A closer look at the Changelog
- Replies: 15
- Views: 7766
- Thu Feb 18, 2010 7:32 pm
- Forum: Shipyards
- Topic: A closer look at the Changelog
- Replies: 15
- Views: 7766
- Thu Feb 18, 2010 3:11 am
- Forum: Shipyards
- Topic: A closer look at the Changelog
- Replies: 15
- Views: 7766
That code gives the error no binding for symbol a.george moromisato wrote:Code: Select all
(setq test (lambda (%a) (dbgOutput a) ; <- Note that we use 'a' not '%a' ))
- Wed Feb 17, 2010 10:46 pm
- Forum: Modding Reference
- Topic: delayed evaluation of arguments
- Replies: 2
- Views: 3484
delayed evaluation of arguments
Suppose you make a lambda function with several arguments sometimes you don't want to use all those arguments. There is a way to make that code faster by not evaluating all of the arguments. Here is a silly example. (setq oddEvenMulti (lambda (a %b %c) (if (eq 1 (modulo a 2)) (multiply a (eval %b)) ...
- Wed Feb 17, 2010 9:34 pm
- Forum: Modding Reference
- Topic: an emulation of enum
- Replies: 1
- Views: 3562
an emulation of enum
There are some cool things in the change log that alterecco found. We are going to use that to emulate enum. first the code then I will explain it :D (setq metaEnum (lambda (enumlist %Itemvar %exp) (block (counter func) (setq func (eval (list lambda (list %Itemvar) %exp))) (setq counter 0) (loop (ls...
- Sat Feb 13, 2010 12:01 am
- Forum: Shipyards
- Topic: events and wrecks
- Replies: 2
- Views: 1888
events and wrecks
Just thought of something interesting.
Wrecks don't normally events but now with event handlers we can put events on them.
One use might be to stop disintegration by not doing damage in onDamage. (not sure if this will work)
what other uses can you think for this?
Wrecks don't normally events but now with event handlers we can put events on them.
One use might be to stop disintegration by not doing damage in onDamage. (not sure if this will work)
what other uses can you think for this?
- Sat Feb 06, 2010 4:26 am
- Forum: Shipyards
- Topic: Station Movement Help Wanted
- Replies: 13
- Views: 6798
- Mon Feb 01, 2010 9:46 pm
- Forum: Gaming
- Topic: Periculi's Got a New Multiplayer Browser Game!
- Replies: 24
- Views: 20430
- Sun Jan 31, 2010 7:09 am
- Forum: Mod Announcements
- Topic: Living ship - an experiment in script and balance
- Replies: 41
- Views: 39768
I don't know how doable it is at present but intrinsic cargo hold and drive might be interesting. Maybe incorporate a scanner mod or enhanced vision that can be improved to show better eyes. (maybe have overlays showing the new eyes?) I don't know where the intelligence is at but maybe you can start...
- Sat Jan 30, 2010 8:28 pm
- Forum: Mod Announcements
- Topic: damage system tech demos
- Replies: 4
- Views: 4584
It is only one player ship but that player ship has a table in it to use different weapons and shields. To restrict it you use startingShipCriteria attribute in the AdventureDesc tag. (you can see how I did it)Xephyr wrote:Wait, how did you make it so the player could only choose between the two playerships?
- Sat Jan 30, 2010 3:46 am
- Forum: Mod Announcements
- Topic: damage system tech demos
- Replies: 4
- Views: 4584
damage system tech demos
I have made three tech demos showing three different damage systems. This is a tech demo with alot of logging so be aware of that. link: http://xelerus.de/index.php?s=mod&id=668 In the simple damage system weapons have a weapon value and armors, stations, and shields have an armor value. There is a ...
- Fri Jan 29, 2010 2:54 am
- Forum: Ideas & Suggestions
- Topic: Cargo expansions, playerships and modding
- Replies: 2
- Views: 1969
no Wolfy I said dynamic cargo holds would be good as a modded item. Adding custom cargo bays would be the best solution as you can't expect vanilla cargo bays to know and adjust to your mod. Adding items is a basic part of modding and you can't complain when adding better stuff the worse stuff stays...
- Wed Jan 27, 2010 10:58 pm
- Forum: Ideas & Suggestions
- Topic: item display
- Replies: 10
- Views: 6159
item display
There are several places where items are displayed and there are some issues with the way it is currently done. On the ship selection screen it shows some devices. For weapons ,shields , and armor it gives the names and some stats. If those devices are in tables they can still be shown on this scree...
- Tue Jan 26, 2010 1:51 am
- Forum: Shipyards
- Topic: Xelerus policy, and damageadj vs. hpBonus
- Replies: 9
- Views: 4442
I think you overstate your case. While yes it is useful in non standard armors and digdug misspoke when he said it was deprecated hpbonus is still the preferred mode. Changes can be made to the curve without effecting hpbonus armors at all but could all damageAdj armors to be need to be redone. As f...
- Mon Jan 25, 2010 10:07 am
- Forum: Shipyards
- Topic: random weapon ideas
- Replies: 10
- Views: 5544
random weapon ideas
I am a bit busy with a few other projects so I thought I would throw these ideas out and see if anyone wants them. Gatling laser: weapon that the longer you hold down fire the faster it shoots charged laser: weapon that the longer you don't shoot the stronger the shot will be when it does shoot (up ...