Search found 2433 matches
- Wed Dec 26, 2007 3:28 pm
- Forum: Shipyards
- Topic: New graphics: Space Anomalies and Nebulae
- Replies: 33
- Views: 15103
New graphics: Space Anomalies and Nebulae
I'm testing some textures for nebulae, the original violet nebula is nice, but what about more colors ? http://img407.imageshack.us/img407/407/test2yh6.th.jpg http://img407.imageshack.us/img407/407/test2yh6.jpg I discovered 2 things: for seamless tiling images should be large at least 512x512, other...
- Wed Dec 26, 2007 1:42 pm
- Forum: Ideas & Suggestions
- Topic: complex topologies
- Replies: 23
- Views: 8712
- Wed Dec 26, 2007 1:34 pm
- Forum: Ideas & Suggestions
- Topic: Custom Tinker creations
- Replies: 6
- Views: 3396
besides the cash and level system of controlling the weapons you can create, what about "you need to bring objects or devices to the tinkers in order to create the weapon" You want to create a weapon? bring in capacitors, heat sinks, base turret, an appropriate level nozzle (otherwise it will misfir...
- Tue Dec 25, 2007 9:01 pm
- Forum: Shipyards
- Topic: Turning omni on/off, now it works!
- Replies: 15
- Views: 9466
I do (shpRemoveDevice gSource gItem) just before the objRemoveItem line of code. That one works. (I can find the uninstalled weapon into the cargo) [EDIT] OH MY OH MY, It works ! I read again what bobby wrote, and thought "bobby removes installed devices without uninstalling them..." I just zapped t...
- Mon Dec 24, 2007 6:35 pm
- Forum: Shipyards
- Topic: Turning omni on/off, now it works!
- Replies: 15
- Views: 9466
Burzmali Posted: Tue Nov 27, 2007 10:28 pm You can't objRemoveItem an item from within its own <Invoke>. mmh.. ROMs, autons and many consumables use (objRemoveItem gSource gItem 1) from within their own <invoke> code to remove themselves from the cargo. I'm doing the same stuff and it doesn't work ?
- Tue Dec 18, 2007 5:01 pm
- Forum: Shipyards
- Topic: SS Topology Version 4
- Replies: 57
- Views: 22497
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 ...
- Sun Dec 16, 2007 1:31 am
- Forum: Shipyards
- Topic: SS Topology Version 4
- Replies: 57
- Views: 22497
- Sun Nov 18, 2007 12:52 am
- Forum: Shipyards
- Topic: Turning omni on/off, now it works!
- Replies: 15
- Views: 9466
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...
- Fri Nov 16, 2007 5:30 pm
- Forum: Beginner's Luck
- Topic: Dvalin: Spoilers may occur
- Replies: 28
- Views: 19727
- Wed Nov 14, 2007 10:31 pm
- Forum: Shipyards
- Topic: Turning omni on/off, now it works!
- Replies: 15
- Views: 9466
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...
- Tue Nov 13, 2007 2:04 pm
- Forum: Shipyards
- Topic: Turning omni on/off, now it works!
- Replies: 15
- Views: 9466
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...
- Tue Nov 13, 2007 2:00 pm
- Forum: Commonwealth
- Topic: Ares dreadnought
- Replies: 25
- Views: 14752
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 ...
- Tue Nov 13, 2007 12:50 pm
- Forum: Shipyards
- Topic: Animated ships ?
- Replies: 2
- Views: 2380
- Mon Nov 12, 2007 11:11 pm
- Forum: Shipyards
- Topic: Animated ships ?
- Replies: 2
- Views: 2380
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 ...
- Mon Nov 12, 2007 10:43 pm
- Forum: Shipyards
- Topic: HELP! with Weapon <configuration> code please...
- Replies: 34
- Views: 15908