What about adding a timing command in the <Configuration> tag to replicate and extend the behaviour of configuration= "alternating" ?
all the others configuration = "xxxx" are easy to duplicate using the custom <Configuration> tag, all but the alternating mode.
Search found 2433 matches
- Sun Jan 06, 2008 4:06 pm
- Forum: Ideas & Suggestions
- Topic: custom timings for weapons in the <Configuration> tag?
- Replies: 4
- Views: 2554
- Sun Jan 06, 2008 3:26 pm
- Forum: Shipyards
- Topic: fun with function tests
- Replies: 4
- Views: 2450
- Sun Jan 06, 2008 3:18 pm
- Forum: Shipyards
- Topic: HELP! with Weapon <configuration> code please...
- Replies: 34
- Views: 15905
- Sat Jan 05, 2008 4:06 pm
- Forum: Shipyards
- Topic: HELP! with Weapon <configuration> code please...
- Replies: 34
- Views: 15905
the <Configuration> tag should be added after the ">" of the Weapon tag and before any effect tag. mmmh...omnidirectional seems to work, but the shots retain the configuration. Nice. For example download from xelerus.de my weapons pack1 and add omni and multitarget to the stellar cannon (the horribl...
- Sat Jan 05, 2008 12:23 am
- Forum: Shipyards
- Topic: Turning omni on/off, now it works!
- Replies: 15
- Views: 9464
NEW VERSION
now the weapon retain the enhancements during the switch !
http://rapidshare.de/files/38210948/omn ... 2.zip.html
now the weapon retain the enhancements during the switch !
http://rapidshare.de/files/38210948/omn ... 2.zip.html
- Fri Jan 04, 2008 8:57 pm
- Forum: Shipyards
- Topic: HELP! with Weapon <configuration> code please...
- Replies: 34
- Views: 15905
I think that you cannot use configuration= "dual" and the code posted above by George in the same weapon. The code posted above seems to work fine for me: http://img229.imageshack.us/img229/4035/test5ff2.th.jpg http://img229.imageshack.us/img229/4035/test5ff2.jpg [EDIT] I did some tests: the custom ...
- Fri Jan 04, 2008 3:09 pm
- Forum: Ideas & Suggestions
- Topic: binding keys
- Replies: 11
- Views: 4717
- Thu Jan 03, 2008 10:13 pm
- Forum: Shipyards
- Topic: destroyed ships counter
- Replies: 2
- Views: 1895
destroyed ships counter
When you finish the game or get destroyed the game tells you how many ships you have destroyed and the name of the strongest one.
Is the internal counter hardcoded ? Is there a function that retrieve/modify the value ?
Is the internal counter hardcoded ? Is there a function that retrieve/modify the value ?
- Thu Jan 03, 2008 4:24 pm
- Forum: Shipyards
- Topic: help in mining explanation
- Replies: 2
- Views: 2059
Betelgeuse Posted: Thu Jan 03, 2008 2:13 am aMinePos seems to be the position vector of where the mining took place aMineDir seems to be the direction the mining weapon fired Thanks for the explanation Betel. So they are hardcoded globals used during Mining events. I was wondering if the could be u...
- Thu Jan 03, 2008 12:56 am
- Forum: Shipyards
- Topic: help in mining explanation
- Replies: 2
- Views: 2059
help in mining explanation
I encountered aMineProbability aMinePos aMineDir what are those ? variables ? functions ? ok they are nearly self explanatory, meaning: (setq minedOre (sysCreateStation &stMinedOre; aMinePos)) will create the floating ore at "aMinePos" position ? :oops: how can I manipulate the data stored in the 3 ...
- Thu Jan 03, 2008 12:24 am
- Forum: Shipyards
- Topic: Star System Topology Basics
- Replies: 13
- Views: 5755
Periculi Posted: Mon Dec 31, 2007 8:15 pm To make the jump into networks and multi-linked star systems you will need to expand the placed gates in the systems. The fastest way to do this is to grab my mod, Stone Soup Transcendence, which has multi gate versions of all the systems ready to go, and a...
- Sun Dec 30, 2007 3:03 am
- Forum: Shipyards
- Topic: What minor changes would make the Ion9 cannon worth it?
- Replies: 5
- Views: 3177
more damage, it should really kick-ass vs akan (as dvalin always repeat) FAD Posted: Tue Dec 25, 2007 9:37 am I think it would be nice if by your hefty donations, Dvalin could discover nano-based tech (it being the next in line after antimatter). It wouldn't have to be a very powerful weapon that'd ...
- Sat Dec 29, 2007 2:47 pm
- Forum: Shipyards
- Topic: New graphics: Space Anomalies and Nebulae
- Replies: 33
- Views: 15098
well, I just tested a 2 frames star image, and it works. So animated stars are easily implemented. Now we need a graphics artist. I'm not good, besides using a little the "seamless tiling" button and copy and paste a 1-Hydrogen spectrum of the Sun in false colors. OddBob Posted: Sat Dec 29, 2007 4:0...
- Thu Dec 27, 2007 6:24 pm
- Forum: Shipyards
- Topic: New graphics: Space Anomalies and Nebulae
- Replies: 33
- Views: 15098
yep it's the carina nebula, I made a seamless tiling from a system image of the free Image Mod for Space Empires 4. My idea was to add more variety to the nebulae ingame. In particular having both sensor blocking nebulae and some semi-transparent colored backgrounds when you travel in a system (non ...
- Wed Dec 26, 2007 11:20 pm
- Forum: Shipyards
- Topic: non item criteria
- Replies: 11
- Views: 5206
(sysFindObject source filter) -> list of objects * G -> Stargates only * s -> Include ships * t -> Include stations (including planets) * T -> Include structure-scale stations * T:xyz -> Include stations with attribute 'xyz' * A -> Active objects only (i.e., objects that can attack) * B:xyz -> Only ...