Search found 94 matches
- Mon Dec 10, 2007 9:47 am
- Forum: Ideas & Suggestions
- Topic: bug with dbgOutput
- Replies: 6
- Views: 2775
Hmm. Not sure I get it. (dbgOutput) works fine with the console open. Could you describe (explicitly) what you did to test? While we are at debug thingie, are there any special keys when you bring up debug screen (F9)? For example, it would be nice to have a key which would copy the previous line, ...
- Mon Dec 10, 2007 9:43 am
- Forum: Ideas & Suggestions
- Topic: Planets with more game!
- Replies: 27
- Views: 11052
IF you could get SK spaced out I'd be happy, that supercluster makesi t almost impossible to dock with the Commonwealth Station half the time. And hte ships never leave. They need to be on timers or something. (LIke it would be normaly) Use targetting computer: press F until you get Station targett...
- Mon Dec 10, 2007 9:41 am
- Forum: Closed bug reports
- Topic: A problem/bug with recurring timer events
- Replies: 9
- Views: 4272
Right before the player enters a system (before setting gPlayerShip) the game executes a few dozen cycles "off-screen". This simulates the fact that some time has passed in the system while the player was gone. Can you use a check on gPlayerShip (check for Nil) to avoid processing the event in thes...
- Mon Dec 10, 2007 9:35 am
- Forum: Modding Reference
- Topic: Planetary "systems"
- Replies: 15
- Views: 11893
thats pretty cool, al though, it would be cooler without the gate effect. :P Yup, I tried giving Nil instead of &efStargateOut, but then it would just hang there for the duration of the effect, and also, it would display &efStargateIn no matter what. Guess it's hardcoded in objGateTo, sadly. www.as...
- Sun Dec 09, 2007 9:42 pm
- Forum: Modding Reference
- Topic: Planetary "systems"
- Replies: 15
- Views: 11893
:lol: I added the drain so that the ships could exit the system, I had had the gate pointing to itself- (and I guess I added gates back in to make things work, now that I think about it)- and the gates became traffic jams of ships repeatedly gating out and not going anywhere. Ah. But can you try re...
- Sun Dec 09, 2007 9:35 pm
- Forum: Ideas & Suggestions
- Topic: Planets with more game!
- Replies: 27
- Views: 11052
Well, your mod certainly makes leaping and bounding progress towards planets with much more depth and game impact. In fact, it opens up the possibility of a much more layered game. Perhaps, but we need an idea what to do with those systems. How about someone thinks of a nice scenario, and I try to ...
- Sun Dec 09, 2007 9:29 pm
- Forum: Modding Reference
- Topic: Planetary "systems"
- Replies: 15
- Views: 11893
It seems like you don't even need the gates, or the node pointer. Couldn't the proximity or docking screen script just use markers for the jumps like the other beacon and stargate mods do? Ok, I tried it, but it still doesn't work. I mean, you are right, the game does start OK when I erase all inbo...
- Sun Dec 09, 2007 8:12 pm
- Forum: Ideas & Suggestions
- Topic: Planets with more game!
- Replies: 27
- Views: 11052
Mod? :lol: @ your habit of quoting the entire post and then just adding a word. My 'mod' is nothing but an example how you can set up planetary 'systems' which work relatively smooth. You can download it from Shipyard. It just turns Morgana planet from Eridani system into a special planet which, wh...
- Sun Dec 09, 2007 3:42 pm
- Forum: Modding Reference
- Topic: Planetary "systems"
- Replies: 15
- Views: 11893
I am not entirely sure what rootNode is meant to be, but I do know that it allowed me to set up a system of nodes with no stargate tag at all . You may have been crashing the game due to another reason- possibly the gate, if the node has a gate link listed but there isn't a gate made in the star sy...
- Sun Dec 09, 2007 3:15 pm
- Forum: Closed bug reports
- Topic: A problem/bug with recurring timer events
- Replies: 9
- Views: 4272
YES I think I have an answer. Certainly you noticed that when you enter a stargate you DISAPPEAR immediatelly, and then there is the efStargateOut effect, then the system switches, then there is the efStargateIn, and THEN you appear again. So naturally, gPlayerShip just doesn't work in that period. ...
- Sun Dec 09, 2007 2:29 pm
- Forum: Closed bug reports
- Topic: A problem/bug with recurring timer events
- Replies: 9
- Views: 4272
I have never encountered the lag even when I spent lots of time in the other system and never got multiple messages which implies they don't get bunched up and released at once. Agreed, I just thought that was the case the first time I encountered this. But after further testing, it seems it just d...
- Sun Dec 09, 2007 1:27 am
- Forum: Closed bug reports
- Topic: A problem/bug with recurring timer events
- Replies: 9
- Views: 4272
When I tried it passed normally with your code it didn't display the sec that I wasn't in the system. gSource in this case will always be the calling station so that's not the problem. I am guessing you can't message the player from a different system. No no, I wasn't talking about that... of cours...
- Sat Dec 08, 2007 11:11 pm
- Forum: Closed bug reports
- Topic: A problem/bug with recurring timer events
- Replies: 9
- Views: 4272
A problem/bug with recurring timer events
When you add a certain recurring timer event on an object, and then leave the system where that object resides, it stops firing - which is good. BUT, when you reenter that system, it appears that the game sends too many of those events at once. If the recurring even is quick it can result in all kin...
- Sat Dec 08, 2007 9:37 pm
- Forum: Modding Reference
- Topic: Planetary "systems"
- Replies: 15
- Views: 11893
You were able to get the game to accept the Topology in an extension, if you placed the entire thing there? I thought it would crash if the topo wasn't in the main trans xml. I didn't even try, actually. I assumed the problem way that the <SystemType> and <Node> tags are contained within <SystemTyp...
- Sat Dec 08, 2007 12:51 pm
- Forum: Ideas & Suggestions
- Topic: Planets with more game!
- Replies: 27
- Views: 11052
In the same star system you use a special set of planets that have own markers and also some proximity check- if you get close enough to them they gate you into the planetary node at the outside 'edge' of the ss. Oohh, I missed this part! O yea, I'm going to rewrite my mod to work like this, with p...