Search found 2433 matches

by digdug
Sun Jan 06, 2008 4:06 pm
Forum: Ideas & Suggestions
Topic: custom timings for weapons in the <Configuration> tag?
Replies: 4
Views: 2554

custom timings for weapons in the <Configuration> tag?

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.
by digdug
Sun Jan 06, 2008 3:26 pm
Forum: Shipyards
Topic: fun with function tests
Replies: 4
Views: 2450

if added to an <Invoke> tag it prints exacly:

Nil
redirect redirectothers
afterafter
after


I'm still reading the code, but it's a little to complicated without explanations for me.
by digdug
Sun Jan 06, 2008 3:18 pm
Forum: Shipyards
Topic: HELP! with Weapon <configuration> code please...
Replies: 34
Views: 15905

Periculi is right, any configuration= "xxx" inside the <weapon> tag overrides the <Configuration> tag.

creating an extension is the best way for your new devices/weapons, using unique UNIDs possibly. So this will be easily shared.
by digdug
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...
by digdug
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
by digdug
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 ...
by digdug
Fri Jan 04, 2008 3:09 pm
Forum: Ideas & Suggestions
Topic: binding keys
Replies: 11
Views: 4717

It would be really nice to bind to keys 1,2,...,0 the devices or consumables that I like to keep and use, for example.

just push 3 and use my barrel of nanos :)
by digdug
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 ?
by digdug
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...
by digdug
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 ...
by digdug
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...
by digdug
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 ...
by digdug
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...
by digdug
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 ...
by digdug
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 ...