First of all, if there is a cool name for the transcendence engine, do tell me. Otherwise, it urgently needs a cool name (Like Archcannon Engine, or simply ArchEngine, it has a pretty nice ring to it. I was going to use it for my engine, but Trans ftw)
Now be my guest and answer the following series of possibly -PERVERT- difficult questions.
How many of the following can the Trans engine support:
1. Systems
2. Entities (whole game)
3. Entities (system)
4. Objects (asteroids, system)
5. Objects (pre loaded, whole)
6. System dimensions (trying to make navigation a pain in the butt here)
7. Projectiles (system)
8. Ships (system)
9. Ships (screen)
10. Texture resolutions
11. Night clubs
12. Stations (system)
13. Effects (I mean how long a reactor trail can go)
14. Scripting (limit) (I want to introduce a thruster function, that consumes 1 ice water per 60 ticks, and gives x2 the thrust and x2 the max ship speed)
Some more questions later.
Transcendence Engine and Scripting. TLW's biggest questions
- TheLoneWolf
- Militia Captain
- Posts: 802
- Joined: Thu Nov 28, 2013 5:03 pm
- Location: Aboard the CSS Radiant
- TheLoneWolf
- Militia Captain
- Posts: 802
- Joined: Thu Nov 28, 2013 5:03 pm
- Location: Aboard the CSS Radiant
Ah. Couldn't wait. Scripting questions:
1. What are all the different weapon effects? I have had orb, particle and beam. What are the other types, and how to use em?
2. How to make an effect? I want to make a projectile that looks like lightning (and strikes that fast due to hitscan), but not static. Think like watching tesla coils. Help? Btw I also want to have damage for EMP and/or Blind Weapons. There must be a difference between EMP and Damage + EMP.
3. A more noobish approach. How do I make a encounter (again) that is bound to happen? I mean if I want to station a particular fleet in a particular system?
4. What is generic damage class?
5. I want to make soul attributed items levelUpAble (guess why). Any sympathy the engine can give me?
6. Ramming our ship into enemy. I want to do that. And make it dependent on ship speed. It would require new graphics. Anybody up (to help me ofcourse)?
7. Where is the Changelog for modders?
1. What are all the different weapon effects? I have had orb, particle and beam. What are the other types, and how to use em?
2. How to make an effect? I want to make a projectile that looks like lightning (and strikes that fast due to hitscan), but not static. Think like watching tesla coils. Help? Btw I also want to have damage for EMP and/or Blind Weapons. There must be a difference between EMP and Damage + EMP.
3. A more noobish approach. How do I make a encounter (again) that is bound to happen? I mean if I want to station a particular fleet in a particular system?
4. What is generic damage class?
5. I want to make soul attributed items levelUpAble (guess why). Any sympathy the engine can give me?
6. Ramming our ship into enemy. I want to do that. And make it dependent on ship speed. It would require new graphics. Anybody up (to help me ofcourse)?
7. Where is the Changelog for modders?
- TheLoneWolf
- Militia Captain
- Posts: 802
- Joined: Thu Nov 28, 2013 5:03 pm
- Location: Aboard the CSS Radiant
And I post yet again:
1. Can you fire more than one damage type from the same weapon? Say, having an area affect weapon that does blast damage on impact, but the shockwave does thermo?
2. How about coupling up hit effects? Say having a thermo explosion on impact, and then have a shockwave usher forth?
3. I can't seem to make the PK25 fire its projectile(s) in a straight line. I mean no spreading. Just a fat straight line.
4. How to configure weapons onto compartments? Like weapons go down with compartments?
5. An alternating + repeating weapon doesn't work.
Update. It does.
6. How to have a shield reflect fire, like Dwarg reflect particle?
7. I once -accidently- made a shield that regenerated by taking fire, but kept degenerating if you sit idle (cool, huh?). How do I reproduce that again? Also, if I wanted it to regenerate from a certain damage type only, how do I do that?
1. Can you fire more than one damage type from the same weapon? Say, having an area affect weapon that does blast damage on impact, but the shockwave does thermo?
2. How about coupling up hit effects? Say having a thermo explosion on impact, and then have a shockwave usher forth?
3. I can't seem to make the PK25 fire its projectile(s) in a straight line. I mean no spreading. Just a fat straight line.
4. How to configure weapons onto compartments? Like weapons go down with compartments?
5. An alternating + repeating weapon doesn't work.
Update. It does.
6. How to have a shield reflect fire, like Dwarg reflect particle?
7. I once -accidently- made a shield that regenerated by taking fire, but kept degenerating if you sit idle (cool, huh?). How do I reproduce that again? Also, if I wanted it to regenerate from a certain damage type only, how do I do that?
- TheLoneWolf
- Militia Captain
- Posts: 802
- Joined: Thu Nov 28, 2013 5:03 pm
- Location: Aboard the CSS Radiant
F@ck me, be more questions:
1. Multi hull and multi shield, how to?
2. I want to show damage on enemies. Not just compartment leaks, but cracks here an there. Any help?
3. What do you think GoT season 6 holds?
4. I want to make weapons that charge down by holding spacebar. Again, I find myself lost.
5. There was a genius once who modded a weapon with counter. The weapon slowly increased its rate of fire, till the counter went to max. How do I reproduce that.
6. How do I configure the homing capabilities of my weapons? I don't understand the angle thingies.
7. Can you add black holes into the vanilla?
8. How to declare a new damage type?
9. Anybody made a tractor beam?
10. How to make a weapon fire pteravores? I have been trying for ages.
11. How do I decrease the distance between each projectile of an Iocrym Repeller?
12. Anybody mind sharing code to fix stealth armour?
Thats all folks!
1. Multi hull and multi shield, how to?
2. I want to show damage on enemies. Not just compartment leaks, but cracks here an there. Any help?
3. What do you think GoT season 6 holds?
4. I want to make weapons that charge down by holding spacebar. Again, I find myself lost.
5. There was a genius once who modded a weapon with counter. The weapon slowly increased its rate of fire, till the counter went to max. How do I reproduce that.
6. How do I configure the homing capabilities of my weapons? I don't understand the angle thingies.
7. Can you add black holes into the vanilla?
8. How to declare a new damage type?
9. Anybody made a tractor beam?
10. How to make a weapon fire pteravores? I have been trying for ages.
11. How do I decrease the distance between each projectile of an Iocrym Repeller?
12. Anybody mind sharing code to fix stealth armour?
Thats all folks!
EXACTLY xDIs that what you f@cking say in the end? After that gorefest of our minds?Thats all
- TheLoneWolf
- Militia Captain
- Posts: 802
- Joined: Thu Nov 28, 2013 5:03 pm
- Location: Aboard the CSS Radiant
Somebody atleast answer the modding questions.
- DigaRW
- Militia Captain
- Posts: 517
- Joined: Thu Jul 30, 2015 3:10 pm
- Location: The place where I belong
- Contact:
Poor Lone Wolf... Xd
6. Just add "reflect" configuration to Shield. You can see Ion Reflector as example.
1. You mean when missile hit enemy does blast damage? While shockwave effect does Thermo? You can change the Shockwave damage. See example of Ares micronuke, then change the damage type to blast damage.TheLoneWolf wrote:And I post yet again:
1. Can you fire more than one damage type from the same weapon? Say, having an area affect weapon that does blast damage on impact, but the shockwave does therm
6. How to have a shield reflect fire, like Dwarg reflect particle?
6. Just add "reflect" configuration to Shield. You can see Ion Reflector as example.
Download Transcendence mods from Reinvented Workbench Project!
Click this link!
Click this link!
- DigaRW
- Militia Captain
- Posts: 517
- Joined: Thu Jul 30, 2015 3:10 pm
- Location: The place where I belong
- Contact:
2. I was once asking something like that, but very different. You should add an event in weapon, and add <OnDamageArmor>TheLoneWolf wrote:Ah. Couldn't wait. Scripting questions:
2. How to make an effect? I want to make a projectile that looks like lightning (and strikes that fast due to hitscan), but not static. Think like watching tesla coils. Help? Btw I also want to have damage for EMP and/or Blind Weapons. There must be a difference between EMP and Damage + EMP.
7. Where is the Changelog for modders?
##(Number)
</OnDamageArmor>
to Event.
However, it's static damage. That's mean if you set 5, the damage is always 5.
7. Just create your own changelog with notepad, and write what you have done for your mod.
Download Transcendence mods from Reinvented Workbench Project!
Click this link!
Click this link!
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
I'll try to answer as many questions as I can:
Please refer to this for additional informations: http://wiki.kronosaur.com/modding/xml/weapon_devices
A shockwave AFTER another effect such as a thermo explosion is a different thing, that's a fragment.
-- SHIELD -- DAMAGE REFLECT - Damage Bounces off shields
0x03YX - Refect damage type Y with X chance
if you want to have a shield with innate damagetype reflection, look at the Ion Reflector and add a similar line to your shield
in <Shields> add
reflect= "ion"
you have to use <OnShieldDamage> event on the shield.
http://wiki.kronosaur.com/modding/xml/s ... ielddamage
you can simulate multihull with internal compartments or scripting. I never heard anybody trying to do multishields.
However, in your case (as well as George's damage effects), use Overlays. apply overlays when a ship is hit to mark the damage.
Plenty of advanced scripting in there.
maneuverability = "10"
smaller numbers make nimbler missiles. Tracking to enemies is automatic.
http://xelerus.de/index.php?s=mod&id=1041
you can use the generic damagetype called... "generic". then with events on your weapon you can make it do anything you want.
They are awesome.
I don't think anybody knows for sure, I can say that I tried to create 1 million variables and over 100 thousands ships in 1 system just to test if I could crash the engine, and it didn't crash. So I'm pretty sure that you will be safe with anything you will be modding.How many of the following can the Trans engine support:
There are 5 types of weapons: area, radius, missile, beam and particles. Each one of them can have different effects, some of them can be used only with a certain weapon type, others are more generic. This is because of how George implemented them during the years.1. What are all the different weapon effects? I have had orb, particle and beam. What are the other types, and how to use em?
Please refer to this for additional informations: http://wiki.kronosaur.com/modding/xml/weapon_devices
Hit effects in APIversion 29 are now automatically generated. So, unless you need special hiteffects, you don't need to fiddle with them.2. How about coupling up hit effects? Say having a thermo explosion on impact, and then have a shockwave usher forth?
A shockwave AFTER another effect such as a thermo explosion is a different thing, that's a fragment.
change particleSpreadAngle="15" to a smaller number to reduce the spread.3. I can't seem to make the PK25 fire its projectile(s) in a straight line. I mean no spreading. Just a fat straight line.
I don't think it's possible at the moment, maybe with some clever use of DeviceSlot4. How to configure weapons onto compartments? Like weapons go down with compartments?
try with a configuration:5. An alternating + repeating weapon doesn't work.
Update. It does.
Code: Select all
<Configuration aimTolerance="0" alternating="true">
<Shot posAngle="90" posRadius="14" angle="-1"/>
<Shot posAngle="270" posRadius="14" angle="1"/>
</Configuration>
if you want it as enhancement for shields, the code is:6. How to have a shield reflect fire, like Dwarg reflect particle?
-- SHIELD -- DAMAGE REFLECT - Damage Bounces off shields
0x03YX - Refect damage type Y with X chance
if you want to have a shield with innate damagetype reflection, look at the Ion Reflector and add a similar line to your shield
in <Shields> add
reflect= "ion"
I have a similar shield in my mod WE6 and it's not so easy to code.7. I once -accidently- made a shield that regenerated by taking fire, but kept degenerating if you sit idle (cool, huh?). How do I reproduce that again? Also, if I wanted it to regenerate from a certain damage type only, how do I do that?
you have to use <OnShieldDamage> event on the shield.
http://wiki.kronosaur.com/modding/xml/s ... ielddamage
there is no support for that at this time.1. Multi hull and multi shield, how to?
you can simulate multihull with internal compartments or scripting. I never heard anybody trying to do multishields.
I never tinkered with those effects. I have the feeling that they are hardcoded. ovDeprezSiteSmall is never called explicitly anywhere in the code. I would be pleased if someone proves me wrong.2. I want to show damage on enemies. Not just compartment leaks, but cracks here an there. Any help?
However, in your case (as well as George's damage effects), use Overlays. apply overlays when a ship is hit to mark the damage.
Never watched GoT, read the book if you want spoilers, I suppose3. What do you think GoT season 6 holds?
I think that Atarlost has a weapon like that in his mod: http://xelerus.de/index.php?s=mod&id=7614. I want to make weapons that charge down by holding spacebar. Again, I find myself lost.
5. There was a genius once who modded a weapon with counter. The weapon slowly increased its rate of fire, till the counter went to max. How do I reproduce that.
Plenty of advanced scripting in there.
in your <Weapon> put6. How do I configure the homing capabilities of my weapons? I don't understand the angle thingies.
maneuverability = "10"
smaller numbers make nimbler missiles. Tracking to enemies is automatic.
A black hole would be a cool addition. Gravity is possible to add. George added it in the game. RPC made a mod with Gravity.7. Can you add black holes into the vanilla?
http://xelerus.de/index.php?s=mod&id=1041
you can't, they are hardcoded.8. How to declare a new damage type?
you can use the generic damagetype called... "generic". then with events on your weapon you can make it do anything you want.
Several. http://xelerus.de/index.php?s=mod_searc ... =3&sortb=19. Anybody made a tractor beam?
They are awesome.
Pteravores are already a missile. they are launched by the &vtPteravoreSporeLauncher; weapon.10. How to make a weapon fire pteravores? I have been trying for ages.
increase the firerate11. How do I decrease the distance between each projectile of an Iocrym Repeller?
is it broken... again ?12. Anybody mind sharing code to fix stealth armour?
- DigaRW
- Militia Captain
- Posts: 517
- Joined: Thu Jul 30, 2015 3:10 pm
- Location: The place where I belong
- Contact:
Black hole should be great if they have an event to kill player instantly.
But, if they spawn, they must be massive and spawned in outer system. It will not be a logic if Black hole placed near a planet (and it not sucked by him )
But, if they spawn, they must be massive and spawned in outer system. It will not be a logic if Black hole placed near a planet (and it not sucked by him )
Download Transcendence mods from Reinvented Workbench Project!
Click this link!
Click this link!
- TheLoneWolf
- Militia Captain
- Posts: 802
- Joined: Thu Nov 28, 2013 5:03 pm
- Location: Aboard the CSS Radiant
ATLAST!!!
Thanks digdug and DigaRW! Exactly that! I want a shockwave AFTER the thermo explosion.
It worked with the PK
I'm going to study your mod. Care if I self reproduce it later? Would you file a lawsuit? Would you enforce copyright? Will you flay this poor wolf for a coat?
Thanks digdug and DigaRW! Exactly that! I want a shockwave AFTER the thermo explosion.
It worked with the PK
I'm going to study your mod. Care if I self reproduce it later? Would you file a lawsuit? Would you enforce copyright? Will you flay this poor wolf for a coat?
- DigaRW
- Militia Captain
- Posts: 517
- Joined: Thu Jul 30, 2015 3:10 pm
- Location: The place where I belong
- Contact:
Don't worry, I have no problem as long you aren't just copy them.TheLoneWolf wrote:ATLAST!!!
Thanks digdug and DigaRW! Exactly that! I want a shockwave AFTER the thermo explosion.
It worked with the PK
I'm going to study your mod. Care if I self reproduce it later? Would you file a lawsuit? Would you enforce copyright? Will you flay this poor wolf for a coat?
Make them unique, you may use sample of my weapon, like MG82 Series. You can add more damage and fire rate with penalty of accuracy.
Download Transcendence mods from Reinvented Workbench Project!
Click this link!
Click this link!
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
As a general rule, if you are going to use parts from other mods, you must reference those mods and the authors.
If you don't, we might assume it's a stolen mod.
As for my mods, you are allowed to tinker and reuse any content of my mods on xelerus (since we are talking weapons, up to WE5). Please don't reuse anything from the partial release of WE6 alpha version that I did some time ago, as I have bigger plans for that.
If you don't, we might assume it's a stolen mod.
As for my mods, you are allowed to tinker and reuse any content of my mods on xelerus (since we are talking weapons, up to WE5). Please don't reuse anything from the partial release of WE6 alpha version that I did some time ago, as I have bigger plans for that.
- TheLoneWolf
- Militia Captain
- Posts: 802
- Joined: Thu Nov 28, 2013 5:03 pm
- Location: Aboard the CSS Radiant
I know MG42s. Thats a new thing, though. What do they do? I hope they aren't kinetic fast firing miniguns, that I was planning to implement.DigaRW wrote: Don't worry, I have no problem as long you aren't just copy them.
Make them unique, you may use sample of my weapon, like MG82 Series. You can add more damage and fire rate with penalty of accuracy.
Nah! All I would do is study your code as the old time "Solved Examples" and would never copy paste! Heck, even if I would have to write similar or exact things, I would type them out myself! Thank you for letting me keep my hide!digdug wrote: As for my mods, you are allowed to tinker and reuse any content of my mods on xelerus (since we are talking weapons, up to WE5). Please don't reuse anything from the partial release of WE6 alpha version that I did some time ago, as I have bigger plans for that.
Btw does v1.7 expand the number of max system up from 50?
To add on to this, in no particular order:
Explosions themselves can be handled two ways. Procedural explosions are used in 1.7 Alpha 1. They use an <Orb> effect, and are prone to lagging the game if they're too large, complex, or if there's a lot of them on screen. They also have a low level of detail. For greater detail, you can use pre-rendered graphics (look at the sourcecode in 1.6). These are rendered with a program written by George many years ago called "Luminous" (which I believe he's re-used as a name for things about 3 times since then) which is available on his website if you go digging. It's a bit finicky to use because George only really designed it for his own use. If you want a new random number seed for explosions, close and restart the program. Luminous graphics were used in all versions prior to 1.7 Alpha 1.
Generally speaking I prefer using procedural/in-engine effects for small-medium or simple effects, or when Luminous is not available. For larger, more complex explosions, luminous generally looks better and is less laggy. This may change as George improves the engine.
If the system does NOT have random encounters and extra encounters enabled (eg. Rigel) it becomes harder. AP has a solution (and SM&M++ uses it) but I don't have the time to go diving for it right now.
Alternatively if it's a new system, you can copy how Point Juno does. But for existing systems it's generally a bad idea to overwrite them.
Shockwaves can be handled as a graphics element (in a <HitEffect> tag), or as an area fragment (see: the Ares Micronuke). By mixing and matching hiteffects and fragments you can do a lot, although sometimes you need to use null hit effects to prevent lag on larger weapons. This also fixes issues when the default weapon hiteffects are the wrong color or size (cough all laser hiteffects). The same is true of FireEffects, although those have fewer options.2. How about coupling up hit effects? Say having a thermo explosion on impact, and then have a shockwave usher forth?
Explosions themselves can be handled two ways. Procedural explosions are used in 1.7 Alpha 1. They use an <Orb> effect, and are prone to lagging the game if they're too large, complex, or if there's a lot of them on screen. They also have a low level of detail. For greater detail, you can use pre-rendered graphics (look at the sourcecode in 1.6). These are rendered with a program written by George many years ago called "Luminous" (which I believe he's re-used as a name for things about 3 times since then) which is available on his website if you go digging. It's a bit finicky to use because George only really designed it for his own use. If you want a new random number seed for explosions, close and restart the program. Luminous graphics were used in all versions prior to 1.7 Alpha 1.
Generally speaking I prefer using procedural/in-engine effects for small-medium or simple effects, or when Luminous is not available. For larger, more complex explosions, luminous generally looks better and is less laggy. This may change as George improves the engine.
George has talked about this for years (probably at least a decade now), but the engine doesn't currently support it directly. It's possible to do with a lot of scripting though.4. I want to make weapons that charge down by holding spacebar. Again, I find myself lost.
Stealth armor is broken because of the way the engine handles stealth. No amount of XML or tlisp can fix it: it's an engine limitation. Maybe in a year or three it'll get looked at.12. Anybody mind sharing code to fix stealth armour?
This is actually surprisingly difficult at times. If the system has random and extra encounters enabled, simply use the encounter code from the station in Mission6.xml in the corporate command code and modify it to spec, then toss it on the relevant station that the encounter is attached to.3. A more noobish approach. How do I make a encounter (again) that is bound to happen? I mean if I want to station a particular fleet in a particular system?
Code: Select all
<Encounter
numberAppearing= "1"
systemCriteria= "+nodeID:BeitAlgez;"
locationCriteria= "*outerSystem"
enemyExclusionRadius="150"
/>
Alternatively if it's a new system, you can copy how Point Juno does. But for existing systems it's generally a bad idea to overwrite them.
Generic damage is damage "without" a damage type. But since the game engine always has a damage type, it instead has a separate type for that. Generic damage bypasses all immunities and resistance. Generally speaking you shouldn't be using generic damage for things unless there's no other option.4. What is generic damage class?
Digdug has assembled a full changelog for all versions of Transcendence. Go looking in the modding resources forum and you'll find it.7. Where is the Changelog for modders?
Mischievous local moderator. She/Her pronouns.
- TheLoneWolf
- Militia Captain
- Posts: 802
- Joined: Thu Nov 28, 2013 5:03 pm
- Location: Aboard the CSS Radiant
That was some insight! Ty Shrike! Now I'm going to play with HitEffects!