Search found 569 matches

by NMS
Tue Oct 15, 2019 5:25 am
Forum: Shipyards
Topic: mission status query
Replies: 4
Views: 9373

Re: mission status query

The problem with registering all missions is that missions that don't register the player ship might assume certain things about the registered ships. E.g. they might succeed/fail if any registered ship enters a gate. So the only fix I can see that doesn't require checking each mission's events is t...
by NMS
Sun Oct 13, 2019 8:16 pm
Forum: Beginner's Luck
Topic: Dvalin mission
Replies: 4
Views: 8711

Re: Dvalin mission

Last I checked, if you give enough to get double the amount of xp for the Ion9, he'll give you a second one. But that's difficult and not very useful.
by NMS
Fri Sep 27, 2019 7:47 am
Forum: Shipyards
Topic: Fleet wingman behavior help please
Replies: 11
Views: 14040

Re: Fleet wingman behavior help please

It works if you set a reasonable delay value. It's in ticks. However, Fleet escorts can get left behind if you gate back immediately, before they form up. That's probably not what you want. Also, if you wanted to imitate real stargates, you could use a recurring event to have the escorts teleport on...
by NMS
Mon Sep 23, 2019 6:55 am
Forum: Shipyards
Topic: Fleet wingman behavior help please
Replies: 11
Views: 14040

Re: Fleet wingman behavior help please

Maybe old controllers don't have an order queue at all? So you'd have to use an event that runs when you want them to return to formation. E.g. (block Nil (enum theObjList theObject (shpOrder theObject ...) ) (sysAddTypeTimerEvent delay myType myEvent) (typSetData myType 'objList theObjList) ) ... <...
by NMS
Mon Sep 02, 2019 8:45 pm
Forum: Shipyards
Topic: couple of Ship Pointing mod event queries
Replies: 4
Views: 9072

Re: couple of Ship Pointing mod event queries

I think there was a recent change to prevent more than one of a particular timer from existing on a type/object/etc. So try cancelling the timer before creating a new one. Or use a recurring timer.
by NMS
Fri Aug 30, 2019 5:52 pm
Forum: Shipyards
Topic: Fleet wingman behavior help please
Replies: 11
Views: 14040

Re: Fleet wingman behavior help please

Here's the code that creates Fleet wingmen: (for i 0 (- aCount 1) (block (wingmanObj) (setq wingmanObj (sysCreateShip theClass baseObj &svCommonwealthFleet; 'fleet )) (shpOrder wingmanObj 'escort gPlayerShip i) It assigns them a formation position. Maybe the Fleet controller requires that and can't ...
by NMS
Wed Aug 21, 2019 10:30 am
Forum: Shipyards
Topic: multiple cycle code help please
Replies: 6
Views: 9847

Re: multiple cycle code help please

OK, try this: (block (systemStruct outputStruct) ; Create a struct where the keys are nodes and each value is a struct. ; In the inner structs, the keys are station names and the values are the number of known stations with the name in the system. (enum inputList theEntry (block ( (theType (@ theEnt...
by NMS
Sun Aug 18, 2019 11:09 pm
Forum: Shipyards
Topic: multiple cycle code help please
Replies: 6
Views: 9847

Re: multiple cycle code help please

So the list for each system is always generated from scratch? You don't ever add stations to it one at a time, which would involve searching a string for the matching station name? But you want different types of stations that share a name to share an entry?
by NMS
Fri Aug 09, 2019 7:01 am
Forum: Shipyards
Topic: multiple cycle code help please
Replies: 6
Views: 9847

Re: multiple cycle code help please

What should your data struct look like when there are multiple station types in a category?
by NMS
Fri Aug 09, 2019 6:28 am
Forum: Beta Bug Reports
Topic: Current feedback alpha 1.9
Replies: 16
Views: 21700

Re: Current feedback alpha 1.9

Fix added to this PR: https://github.com/kronosaur/TranscendenceDev/pull/24

Looks like this bug was preventing the mission to kill the Antarctica from failing when it escapes (unless the Terra and Antarctica start in the same system).
by NMS
Sat Aug 03, 2019 10:03 am
Forum: Mod Announcements
Topic: Binary System Stargates
Replies: 6
Views: 9977

Re: Binary System Stargates

It wouldn't be too difficult to create a pair of gates for each pair of stars that are more than some distance apart. Edit: Actually, I guess you'd want to ignore all but one star in any cluster. That's a little more complicated, but still doable. I would guess for AI ships the game treats these the...
by NMS
Fri Jul 26, 2019 4:31 am
Forum: Shipyards
Topic: using OnObjDestroyed in dockscreens query
Replies: 1
Views: 6973

Re: using OnObjDestroyed in dockscreens query

Looks like the defined variables are:

aObjDestroyed
aDestroyer
aOrderGiver
aWreckObj
aDestroy
aDestroyReason
gData
gSource
gType
by NMS
Mon Jul 22, 2019 7:37 am
Forum: Beta Bug Reports
Topic: Current feedback alpha 1.9
Replies: 16
Views: 21700

Re: Current feedback alpha 1.9

If I'm right, it doesn't matter what item you're replacing. The problem is that the auton item you attempted to modify can't be found because it has changed since the screen was opened. So it will happen any time you attempt to modify an auton with damaged armor and wait in the screen long enough fo...
by NMS
Sun Jul 21, 2019 8:20 am
Forum: Beta Bug Reports
Topic: Current feedback alpha 1.9
Replies: 16
Views: 21700

Re: Current feedback alpha 1.9

Maybe George's implementation of automatic auton armor repair by the auton bay can cause the auton item to change in an event while the screen is open? When I implemented shield recharging in the bay, I managed to avoid that, but doing it for armor might be even trickier.
by NMS
Fri Jul 19, 2019 12:45 am
Forum: Shipyards
Topic: reloading ship weapons query
Replies: 4
Views: 9060

Re: reloading ship weapons query

What about using sysAddTypeRecurringTimerEvent or a recurring timer event of some sort? You'd have to add the event in every system and I don't think it's any better performance-wise. In fact it might be worse, since they'd all happen on the same tick, rather than spread out over random ticks. I th...