Search found 569 matches

by NMS
Wed Jul 10, 2019 9:05 am
Forum: Shipyards
Topic: reloading ship weapons query
Replies: 4
Views: 9081

Re: reloading ship weapons query

OnAttacked doesn't seem ideal. OnAIUpdate should be fine as long as you don't do something very system-intensive most of the time. It could work something like this: Check the ammo level with objHasItem with 1 for the quantity. If they're docked and low on ammo, add some ammo. Once they have enough,...
by NMS
Mon Jul 08, 2019 12:03 am
Forum: Beta Bug Reports
Topic: Current feedback alpha 1.9
Replies: 16
Views: 21722

Re: Current feedback alpha 1.9

-plasma advanced armor ( a lvl6 starters item) drops from ares bases. I'm not sure exactly what item you mean. It looks like Ares outposts should drop items of at least level 7. -multiple armors and guns spawn to late ingame, both shop wise and drop schedule. If you haven't played recently, nearly ...
by NMS
Fri Jul 05, 2019 8:59 am
Forum: Official Extensions
Topic: The Backroads — an alternate route
Replies: 216
Views: 404475

Re: The Backroads — an alternate route

The decorative circles strike me as weird for the Transcendence universe. If it weren't for those, I'd like more colors.
by NMS
Sat Jun 15, 2019 8:54 am
Forum: Shipyards
Topic: basic game maths function and number formats explanation please
Replies: 5
Views: 9651

Re: basic game maths function and number formats explanation please

Stochastic rounding randomly rounds up or down based on how large the remainder is. So 1.6 has a 60% chance of rounding up, 40% of rounding down. This keeps the expected average value of the output equal to the input.
by NMS
Thu Jun 13, 2019 5:31 am
Forum: Shipyards
Topic: storing single save data for continual use query
Replies: 2
Views: 7856

Re: storing single save data for continual use query

If there's a limited number of fixed values for the data, you could also store it in a list or struct in a type's StaticData.
by NMS
Wed Jun 12, 2019 8:26 am
Forum: Shipyards
Topic: couple of weapons fire/effect queries
Replies: 1
Views: 7383

Re: couple of weapons fire/effect queries

The Wolfen's nacelles stick out a bit farther forward than its nose, so positioning the weapon fire points optimally would require separate slots for single and dual weapons, which wasn't possible until recently. Now that it is, I suppose we should do that. But due to the angle the images are render...
by NMS
Wed Jun 12, 2019 7:45 am
Forum: Shipyards
Topic: Some help with playerships please?
Replies: 21
Views: 31862

Re: Some help with playerships please?

George created maneuvering thrust effects that some ships can show when they start or stop rotating. But apparently most players didn't like them, so they're disabled by default. You can enable them in settings.xml for ships that have them. It's common for ship images not to be quite centered in eac...
by NMS
Wed Jun 12, 2019 6:15 am
Forum: Beginner's Luck
Topic: Saving Jenna
Replies: 5
Views: 10014

Re: Saving Jenna

I once got a heavily enhanced Fusionfire howitzer and a bunch of other stuff confiscated. I was playing the EI500 with no backtracking and I failed to do any of the things that let you get Militia missions, so I never got military ID. Back then I think some Corporate stations would install military ...
by NMS
Fri May 31, 2019 6:19 am
Forum: Shipyards
Topic: basic game maths function and number formats explanation please
Replies: 5
Views: 9651

Re: basic game maths function and number formats explanation please

The short answer is that add, subtract, multiply, and divide all work only with integers (called "int32" by typeOf), while +, -, *, and / work with floating point numbers ("real"). The int32 type can hold integers from -2147483648 (0x80000000) to 2147483647 (0x7FFFFFFF). They give exact results as l...
by NMS
Fri May 31, 2019 5:03 am
Forum: Shipyards
Topic: Some help with playerships please?
Replies: 21
Views: 31862

Re: Some help with playerships please?

There is an engine feature to help with models where the center of mass is in the wrong place: rotationOffset. For example, the Corsair has <Image imageID="&rsCorsairHD;" imageWidth="52" imageHeight="52" rotationCount="120" rotationColumns="12" viewportRatio="0.00375" rotationOffset="-10" /> This sh...
by NMS
Tue May 07, 2019 12:18 pm
Forum: Shipyards
Topic: Inconsistency in UnvGetElapsedGameTime
Replies: 3
Views: 4414

Re: Inconsistency in UnvGetElapsedGameTime

Clever. There are no discontinuities in the future, so that will be accurate. I don't think fmtNumber currently handles time, but I was saying it could be added since a lot of the necessary code already exists for unvGetElapsedGameTime.
by NMS
Sat May 04, 2019 8:58 am
Forum: Shipyards
Topic: Inconsistency in UnvGetElapsedGameTime
Replies: 3
Views: 4414

Re: Inconsistency in UnvGetElapsedGameTime

When the player gates, a random amount of time is added to the elapsed game time, and it keeps track of what ticks these "discontinuities" happened at.

If you need a function to convert ticks to human-readable game time, that could be added to fmtNumber pretty easily.
by NMS
Sat Apr 27, 2019 2:03 am
Forum: Shipyards
Topic: searching multiple levels of items help please
Replies: 3
Views: 6730

Re: searching multiple levels of items help please

I'd do it like this: (block (resultList resultStruct) (enum '(p l r s a) theCategory (block (foundItem level) (setq level 10) (loop (and (not foundItem) (gr level 0)) (setq foundItem (random (itmGetTypes (cat theCategory " =" level ";")))) (setq level (- level 1)) ) ; Pick one: (lnkAppend resultList...
by NMS
Sat Apr 20, 2019 10:20 pm
Forum: Shipyards
Topic: ship orders help please
Replies: 7
Views: 6064

Re: ship orders help please

Oh, huh, that is a built-in order. It may or may not do what you want in terms of how long it takes, which items it loots if cargo space is too full for all of them, etc.
by NMS
Sat Apr 20, 2019 8:24 pm
Forum: Shipyards
Topic: ship orders help please
Replies: 7
Views: 6064

Re: ship orders help please

Again, I don't think you actually want to use an OnOrdersCompleted event for this. For one thing, it would replace the existing event on autons and wingmen if you add the code to them. So you'd have to include the functionality of those events, and keep it up to date when they change. Yours already ...