Search found 35 matches
- Mon Jan 27, 2014 6:09 pm
- Forum: Shipyards
- Topic: ObjAddItem, ObjGetItems, ShpInstallArmor
- Replies: 8
- Views: 5058
Re: ObjAddItem, ObjGetItems, ShpInstallArmor
Aha! Yes, that is working just fine. Thanks again!
- Sun Jan 26, 2014 10:18 pm
- Forum: Shipyards
- Topic: ObjAddItem, ObjGetItems, ShpInstallArmor
- Replies: 8
- Views: 5058
Re: ObjAddItem, ObjGetItems, ShpInstallArmor
Okay I have tried it some more and the "unid" criterion just isn't working at all, I think the client I have cannot interpret between it and the others. When I do (objgetitems gplayership X) I get... "unid:0xd518ff40;" devices and fuel "unid:0xd518FF40;" devices "unid:0xD518FF40;" nothing (nothing i...
- Sat Jan 25, 2014 12:54 am
- Forum: Shipyards
- Topic: ObjAddItem, ObjGetItems, ShpInstallArmor
- Replies: 8
- Views: 5058
Re: ObjAddItem, ObjGetItems, ShpInstallArmor
Ah, that all makes sense. Thanks so much!
- Fri Jan 24, 2014 10:36 pm
- Forum: Shipyards
- Topic: ObjAddItem, ObjGetItems, ShpInstallArmor
- Replies: 8
- Views: 5058
Re: ObjAddItem, ObjGetItems, ShpInstallArmor
Ok so I looked shpinstallarmor on xelerus and just used...
(shpInstallArmor gPlayership (itmCreate 0xD518FF28 1) 0)
...and it worked a treat, but I'm still really confused by the objgetitems part.
(shpInstallArmor gPlayership (itmCreate 0xD518FF28 1) 0)
...and it worked a treat, but I'm still really confused by the objgetitems part.
- Fri Jan 24, 2014 10:31 pm
- Forum: Shipyards
- Topic: ObjAddItem, ObjGetItems, ShpInstallArmor
- Replies: 8
- Views: 5058
ObjAddItem, ObjGetItems, ShpInstallArmor
So I'm trying to install certain armors without selecting them from dockscreens. I thought what I would do is... (objadditem gplayership (itmcreate 0xD518FF28 4) 4) (shpinstallarmor gplayership (@ (objgetitems gplayership "unid:0xD518FF28^U") 0) 0) (shpinstallarmor gplayership (@ (objgetitems gplaye...
- Sun Jan 19, 2014 2:13 am
- Forum: Stable (v1.7) Bug Reports
- Topic: Luminous Assemblers and Stats
- Replies: 1
- Views: 2648
Luminous Assemblers and Stats
Under the "enemy stations destroyed" heading in the endgame stats, there is no entry for Luminous Assemblers in my most recent playthrough. The mods I was using were Chainsaw and Beyond the Mainline, and I would be surprised if either caused it. I checked under enemy ships (Luminous drones were pres...
- Fri Jan 17, 2014 10:17 pm
- Forum: Mod Announcements
- Topic: Chainsaw - Grosse Pointe Blank
- Replies: 6
- Views: 8152
Re: Chainsaw - Grosse Pointe Blank
The upgrade economics are tricky, for sure. I think a big part is that the lower levels just go by so quickly, like any RPG. With that in mind the critical point is the upgrade in St. Kat's: it's too easy to sneak ahead from Rigel in vanilla, but the enemies get so much stronger after SK that the up...
- Tue Jan 14, 2014 11:11 pm
- Forum: Mod Announcements
- Topic: Chainsaw - Grosse Pointe Blank
- Replies: 6
- Views: 8152
Re: Chainsaw - Grosse Pointe Blank
Thanks for the feedback! Fast pace is very much what I was going for, I'm glad to hear that others have found the same. I didn't alter anything in the buy/sell bits as far as money goes. I would guess that the mod changes the money paradigm in favor of the player because of... 1. free weapons (even ...
- Tue Jan 14, 2014 9:42 pm
- Forum: Mod Announcements
- Topic: Chainsaw - Grosse Pointe Blank
- Replies: 6
- Views: 8152
Chainsaw - Grosse Pointe Blank
Short version: a fast ship with high damage but tiny weapons range, light armor, low cargo space, and limited slots. http://xelerus.de/index.php?s=mod&id=1360 . Whenever I played vanilla, I found myself getting a howitzer and mopping the floor with every enemy: at 120 ls they out-distance every enga...
- Tue Jan 14, 2014 6:40 pm
- Forum: Shipyards
- Topic: CanInstallItem Event, or Item Restriction in General
- Replies: 3
- Views: 2017
Re: CanInstallItem Event, or Item Restriction in General
Oh, sweet! Until then I can just politely suggest that people use the appropriate weapons, no problemo.
- Tue Jan 14, 2014 3:17 am
- Forum: Shipyards
- Topic: CanInstallItem Event, or Item Restriction in General
- Replies: 3
- Views: 2017
CanInstallItem Event, or Item Restriction in General
This is the very last thing I need to make my mod go, so I hope the answer is easy! :D I have a mod ship that I want to only use specific mod weapons, while treating all other installs as in vanilla (so armor restricted by mass, etc.). All the mod weapons have the modifier TDI, so I thought I could ...
- Mon Jan 13, 2014 2:11 am
- Forum: Shipyards
- Topic: XML and CPP
- Replies: 11
- Views: 6021
Re: XML and CPP
Ahh, yes indeed! Thanks again!
- Mon Jan 13, 2014 12:40 am
- Forum: Shipyards
- Topic: XML and CPP
- Replies: 11
- Views: 6021
Re: XML and CPP
I don't follow. What I have is:
<ItemType
stuff
>
<Image stuff />
<Weapon
stuff
>
<Effect>
stuff
</Effect>
</Weapon>
<Events>
stuff
</Events>
</ItemType>
No good?
<ItemType
stuff
>
<Image stuff />
<Weapon
stuff
>
<Effect>
stuff
</Effect>
</Weapon>
<Events>
stuff
</Events>
</ItemType>
No good?
- Sun Jan 12, 2014 10:17 pm
- Forum: Shipyards
- Topic: Adding Station to Vanilla - Workaround
- Replies: 5
- Views: 3972
Re: Adding Station to Vanilla - Workaround
Worked like a charm, thanks!
- Sun Jan 12, 2014 9:28 pm
- Forum: Shipyards
- Topic: XML and CPP
- Replies: 11
- Views: 6021
Re: XML and CPP
I'm slowly getting it, it turns out I need to have it all inside an <Events> tag to make it go, but now I have a new problem. When I took a C++ course once I found it useful during debugging to put echos here and there, so I could see where the code was actually going vs. where I wanted it to go. I ...