Need some help with my station
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- Commonwealth Pilot
- Posts: 51
- Joined: Mon Mar 06, 2006 8:46 pm
- Location: Wherever i'm currently at...
man, that would be one freaky weapon to see....AGHGHG!!!!! radiation burns!!! thier cooking me inside my own ship!!!
"The world of reality has it's limits, the world of imagination is boundless..."
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- Commonwealth Pilot
- Posts: 51
- Joined: Mon Mar 06, 2006 8:46 pm
- Location: Wherever i'm currently at...
and then "POP" goes the weasel.
"The world of reality has it's limits, the world of imagination is boundless..."
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- Commonwealth Pilot
- Posts: 51
- Joined: Mon Mar 06, 2006 8:46 pm
- Location: Wherever i'm currently at...
i find this page to be rather helpful: http://www.immigration-usa.com/html_colors.html however the colors look different in transcendence so you'll just have to play with it until it turns out right.
"The world of reality has it's limits, the world of imagination is boundless..."
Help! more problems!
can someone tell me why this station won't create/ appear with ships?
can someone tell me why this station won't create/ appear with ships?
Code: Select all
<Ships>
<Table count="1">
<Ship chance="100" count="3" class="&scdefender;" orders="patrol" patrolDist="2"/>
</Table>
</Ships>
<Construction constructionRate="100" maxConstruction="10">
<Table>
<Ship chance="100" count="5" class="&scdefender;" controller="Nexia" orders="patrol" patrolDist="2"/>
</Table>
</Construction>
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- Developer
- Posts: 2997
- Joined: Thu Jul 24, 2003 9:53 pm
- Contact:
controller="Nexia" is definitely not right.
I'm not sure if that's causing the problem, but you can't just put in any random string for controller. The controller specifies the piece of C++ code that will handle the ship.
It might help if you posted the whole extension (or the whole station, at least)--sometimes the problem is not in the obvious place.
I'm not sure if that's causing the problem, but you can't just put in any random string for controller. The controller specifies the piece of C++ code that will handle the ship.
It might help if you posted the whole extension (or the whole station, at least)--sometimes the problem is not in the obvious place.
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- Developer
- Posts: 2997
- Joined: Thu Jul 24, 2003 9:53 pm
- Contact:
If you're looking for a way to make the ship friendly, then you need to assign it a sovereign. I would remove the controller= attribute altogether.
It's hard to give advice if I don't know what you're trying to do, so your best bet is to look at Transcendence.xml and copy from a station/ship that is similar to what you want.
Are you creating a friendly station? Then look at the code for tinkers or something. Ships that are part of a friendly station are automatically friendly.
It's hard to give advice if I don't know what you're trying to do, so your best bet is to look at Transcendence.xml and copy from a station/ship that is similar to what you want.
Are you creating a friendly station? Then look at the code for tinkers or something. Ships that are part of a friendly station are automatically friendly.
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- Developer
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I don't have the code in front of me, but I think you need to use the <Escorts> tag instead of the <Ships> tag.
<Escorts>
<Ship count="1" class="...
</Escorts>
Check out the Marauder raid platform in Transcendence.xml
The second problem is that the <Construction> tag only works for stations--not for ships.
Instead, you need to program the creation yourself (this will not be easy, so you might consider giving up on that part if you don't have the patience to figure out the script code).
Basically, you need to add some code to the OnCreate event to registered a timed event (I think the OnCreate code for BlackMarket stations might help).
Then, when your new timed event fires, you can create your ships using the (sysCreateShip) function.
Good luck!
<Escorts>
<Ship count="1" class="...
</Escorts>
Check out the Marauder raid platform in Transcendence.xml
The second problem is that the <Construction> tag only works for stations--not for ships.
Instead, you need to program the creation yourself (this will not be easy, so you might consider giving up on that part if you don't have the patience to figure out the script code).
Basically, you need to add some code to the OnCreate event to registered a timed event (I think the OnCreate code for BlackMarket stations might help).
Then, when your new timed event fires, you can create your ships using the (sysCreateShip) function.
Good luck!
ON WITH THE QUEST!
Marauder raid platform???
Marauder raid platform???
Code: Select all
<!-- Marauder Raid Platform -->
<ShipClass UNID="&scMarauderRaidPlatform;"
manufacturer= "Marauder"
class= ""
type= "raid platform"
score= "370"
techOrder= "mech"
mass= "5000"
cargoSpace= "500"
thrust= "1000"
maneuver= "24"
maxSpeed= "6"
leavesWreck= "100"
>
<Armor>
<ArmorSection start="350" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="340" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="330" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="320" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="310" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="300" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="290" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="280" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="270" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="260" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="250" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="240" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="230" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="220" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="210" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="200" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="190" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="180" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="170" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="160" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="150" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="140" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="130" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="120" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="110" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="100" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="90" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="80" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="70" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="60" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="50" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="40" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="30" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="20" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="10" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
<ArmorSection start="0" span="10" armorID="&itReinforcedTitanium2;" areaSet="7,13" />
</Armor>
<Devices>
<Device deviceID="&itTurbolaserCannon;" secondaryWeapon="true" minFireArc="340" maxFireArc="200" posAngle="90" posRadius="50"/>
<Device deviceID="&itTurbolaserCannon;" secondaryWeapon="true" minFireArc="160" maxFireArc="20" posAngle="270" posRadius="50"/>
<Device deviceID="&it100MWReactor;"/>
</Devices>
<Items>
<Item count="2d6" item="&itHeliumAssembly;"/>
<Lookup count="1" table="&trConsumables3;"/>
<Lookup count="1" table="&trConsumables4;"/>
<Lookup count="4d8" table="&itKM100Missile;"/>
<Lookup chance="50" count="1" table="&trMinorItem4;"/>
<Lookup chance="50" count="1" table="&trMajorItem4;"/>
</Items>
<Image imageID="&rsMediumShips4;" imageX="0" imageY="0" imageWidth="128" imageHeight="128" imageFrameCount="0" imageTicksPerFrame="0"/>
<AISettings
fireRateAdj= "30"
fireAccuracy= "95"
perception= "4"
/>
</ShipClass>
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- Developer
- Posts: 2997
- Joined: Thu Jul 24, 2003 9:53 pm
- Contact:
You're right--sorry (don't have the code in front of me).
I meant the place where raid platform is referenced by a station. Look at the marauder outpost or something.
I believe that means you need to put the <Escorts> tag in the station definition:
Edit: This is also something that might be worth fixing (i.e., maybe I will support the appropriate tag in the ShipClass definition). Probably not for the next version, though.
I meant the place where raid platform is referenced by a station. Look at the marauder outpost or something.
I believe that means you need to put the <Escorts> tag in the station definition:
Code: Select all
<StationType UNID="&stbshipEncounter;"
...
>
<Ships>
<Ship class="&scNeobattleship;" count="1" orders="trade route">
<Escorts>
<Ship class="..."/>
</Escorts>
</Ship>
</Ships>
</StationType>