Add colors to args that dynamic effects accepts
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- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
This is because I want to change the color of a weapon when it has higher dps or a unique effect.
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
I guess RPC means one of two things.
* Weapon item icon changes color when you enhance the weapon.
* Lasers change color when you enhance them with enough damage bonus. Currently, if you have enough +damage% for lasers as strong as turbolasers, they are still red (or orange in case of Bolide). I need to use a messy OnFireWeapon event to fire one of many laser entities to force the game to upgrade color when laser weapon gets a damage boost.
* Weapon item icon changes color when you enhance the weapon.
* Lasers change color when you enhance them with enough damage bonus. Currently, if you have enough +damage% for lasers as strong as turbolasers, they are still red (or orange in case of Bolide). I need to use a messy OnFireWeapon event to fire one of many laser entities to force the game to upgrade color when laser weapon gets a damage boost.
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Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
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- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
I was thinking that <GetParameters> could have PrimaryColor: and SecondaryColor: as arguments:
Then I would have a function to get the damage of the weapon (I'm still looking for it but I might have to request it >.<) and then return colors as an argument using switch:
Actually I might also need aWeaponUNID for this event as well :S
Code: Select all
<GetParameters>
(block Nil
...
{
length: ...
width: ...
intensity: ...
PrimaryColor: ...
SecondaryColor ...
}
)
</GetParameters>
Code: Select all
(Switch
damage > 30
return red
damage > 50
return purple
)
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Get on Discord for mod help and general chat
Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
Get on Discord for mod help and general chat
Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
-
- Developer
- Posts: 2997
- Joined: Thu Jul 24, 2003 9:53 pm
- Contact:
Have you tried it? I believe it works today.RPC wrote:I was thinking that <GetParameters> could have PrimaryColor: and SecondaryColor: as arguments:Then I would have a function to get the damage of the weapon (I'm still looking for it but I might have to request it >.<) and then return colors as an argument using switch:Code: Select all
<GetParameters> (block Nil ... { length: ... width: ... intensity: ... PrimaryColor: ... SecondaryColor ... } ) </GetParameters>
Actually I might also need aWeaponUNID for this event as well :SCode: Select all
(Switch damage > 30 return red damage > 50 return purple )
I will add weaponUNID to the gData variable.