Search found 2428 matches

by digdug
Tue Dec 18, 2007 5:01 pm
Forum: Shipyards
Topic: SS Topology Version 4
Replies: 57
Views: 6893

what about adding more closed stargates at the end of each deadend topo branch ? this will increase the roleplaying a lot in my opinion. You have to find the guarded deadend and steal the rod in order to exit from the quarantined human zone. All others deadends are useless only because there are no ...
by digdug
Sun Dec 16, 2007 1:31 am
Forum: Shipyards
Topic: SS Topology Version 4
Replies: 57
Views: 6893

In my opinion you should really post some "rules", naming conventions and general guidelines for modders in order to expand your revolutionary topology mod.

BTW I'm willing to learn how to mod topos.
:)
by digdug
Sun Nov 18, 2007 12:52 am
Forum: Shipyards
Topic: Turning omni on/off, now it works!
Replies: 15
Views: 2952

I'm starting to think that I cannot use <Events><Oncreate> inside an <Itemtype> In George's code it's used only in <stationtype> and <shipclass>. When I use it inside an <Itemtype> and then I create the item using an <Invoke>, the code of the oncreate is not esecuted. Maybe it's just my fault, but I...
by digdug
Fri Nov 16, 2007 5:30 pm
Forum: Beginner's Luck
Topic: Dvalin: Spoilers may occur
Replies: 28
Views: 10231

Dvalin is very happy to accept Urak weapons and armors.
Urak mass driver
advanced Urak mass driver
Urak howitzer
light Urak armor
heavy Urak armor

I need to check it, but I'm nearly sure that he accepts a sunflare cannon also.
by digdug
Wed Nov 14, 2007 10:31 pm
Forum: Shipyards
Topic: Turning omni on/off, now it works!
Replies: 15
Views: 2952

mmh.. objadditem function works with only 2 parameters, and the second one is always a scrxxxx function. So maybe it doesn't work like I used it. I semplified the code to: (block Nil (shpRemoveDevice gPlayerShip &itOmniswitch;) (objRemoveItem gPlayerShip &itOmniswitch; 1) (shpInstallDevice gPlayerSh...
by digdug
Tue Nov 13, 2007 2:04 pm
Forum: Shipyards
Topic: Turning omni on/off, now it works!
Replies: 15
Views: 2952

That's a good idea: I coded the 2 weapons, 1 notrandom and notforsale. Then added the <invoke> for both of them in order to switch between the omni and the not-omni version. But the game crashes when I use it, what I'm doing wrong ?: here the 2 invokes: <Invoke installedOnly="true"> (block Nil (shpR...
by digdug
Tue Nov 13, 2007 2:00 pm
Forum: Commonwealth
Topic: Ares dreadnought
Replies: 25
Views: 6798

ion reflecting mammoth 100MW, IM90 and any secondary weapon you can find (normally I use MAG because they are cheap and easy to find/stock a lot of them) because normally I use the freighter, my tactics are quite simple, sit and shoot against ion bearing enemy ships, move a little when the martians ...
by digdug
Tue Nov 13, 2007 12:50 pm
Forum: Shipyards
Topic: Animated ships ?
Replies: 2
Views: 906

yes ! it works ! (it was a typo in my mod)
Thanks bobby !
:)
by digdug
Mon Nov 12, 2007 11:11 pm
Forum: Shipyards
Topic: Animated ships ?
Replies: 2
Views: 906

Animated ships ?

Is it possible to have animated ships by adding a second frame for each facing of the ship ? I would like to see ships with blinking lights for example. I know that it means doubling the memory allocated for each ship just for a fancy light effect. I tested it changing the code for the image of the ...
by digdug
Mon Nov 12, 2007 10:43 pm
Forum: Shipyards
Topic: HELP! with Weapon <configuration> code please...
Replies: 34
Views: 4379

and another one, what is the maximum value for
configuration="spreadxxx" ?

I tested up to spread5 and works great
by digdug
Mon Nov 12, 2007 10:32 pm
Forum: Shipyards
Topic: Turning omni on/off, now it works!
Replies: 15
Views: 2952

Turning omni on/off, now it works!

I would like to create a weapon with an omnidirectional turret that you can turn on and off ! When off the weapon is stronger, when on the weapon is weaker, but omni ! :wink: I'm testing this (that doesn't work): <!-- Omni - non omni laser --> <ItemType UNID="&itOmniswitch;" name= "Omniswitch Laser"...
by digdug
Mon Nov 12, 2007 1:35 pm
Forum: Closed bug reports
Topic: Bug: Morningstar Cannon vs Arena Walls
Replies: 8
Views: 1469

george moromisato Posted: Sat Oct 06, 2007 4:45 am Bullets in Transcendence obey these quantum laws. Sometimes, bullets appear to "jump" across a solid barrier. This is not an illusion, but rather a property of the quantum laws of Transcendence. wow, quantum tunneling ! :shock: that's very realisti...
by digdug
Sun Nov 11, 2007 12:24 am
Forum: Ideas & Suggestions
Topic: Make <ImageVariants> works for ships also ?
Replies: 2
Views: 927

Make <ImageVariants> works for ships also ?

Bokasha made a mod with various colored sapphire ships and posted it on the UTF.

It would be nice to have <ImageVariants> working for ships also, in order to have random generated colored ships ingame.