Search found 217 matches

by AdmiralZo
Tue Feb 25, 2020 1:50 pm
Forum: The Drawing Board
Topic: The Final Strike
Replies: 64
Views: 12398

Re: The Final Strike

The Final Strike is super close to completion now. Just a scan through the code and a quick playthrough (yes it would be my first playthrough :oops: ). If you would like to help me test my mod, please send me a pm and I'll send you a link to my drive once I am done. I estimate 3 days max. :)
by AdmiralZo
Thu Feb 06, 2020 1:34 pm
Forum: The Drawing Board
Topic: The Final Strike
Replies: 64
Views: 12398

Re: The Final Strike

Time has flown - less than two weeks until my one month deadline. All the major components of this update are completed, but now a thousand small bits and pieces need to be tidied....all the stuff I chucked aside over these months like character names, item descriptions, prices, balance issues, snip...
by AdmiralZo
Sat Feb 01, 2020 7:12 am
Forum: Shipyards
Topic: Device slots and slot ID
Replies: 3
Views: 68

Re: Device slots and slot ID

Wow thanks guys. I think (scrGetListEntry) will work for me, but I agree being able to see empty slots will make life much easier. Hope it gets implemented.
by AdmiralZo
Fri Jan 31, 2020 2:16 pm
Forum: Shipyards
Topic: Device slots and slot ID
Replies: 3
Views: 68

Device slots and slot ID

Device slots have come to haunt me once again. :evil: On my Aquila playership, there are two turrets (a port turret and a starboard turret). I want the player to be able to choose where they install weapons - whether it be as a main weapon or on a particular turret. Here is the device slot code: <De...
by AdmiralZo
Sat Jan 18, 2020 12:05 pm
Forum: The Drawing Board
Topic: The Final Strike
Replies: 64
Views: 12398

Re: The Final Strike

Thanks for the motivation boost Relanat! I'll let you know if I need a tester. :)

Where can I get the transcendence discord? It says the invite has expired...
by AdmiralZo
Thu Jan 16, 2020 4:59 am
Forum: The Drawing Board
Topic: The Final Strike
Replies: 64
Views: 12398

Re: The Final Strike

Hmm well there is quite a lot left to do, so realistically, I'd give myself a month (that's if no procrastination occurs). I find I lose motivation quite easily when modding, especially if things aren't working.

Just keep pushing me and I'll work faster. :D
by AdmiralZo
Wed Jan 15, 2020 1:35 pm
Forum: The Drawing Board
Topic: The Final Strike
Replies: 64
Views: 12398

Re: The Final Strike

The first version came out a while ago, so I don't think it will work very well. Besides that, it carries a few game breaking bugs, so I would wait for the update. :D
by AdmiralZo
Tue Jan 14, 2020 1:19 pm
Forum: The Drawing Board
Topic: The Final Strike
Replies: 64
Views: 12398

Re: The Final Strike

Sorry guys. I've been extremely busy the last few months being lazy...so barely any progress has been made. It's time to pick up the pace again! Things left to do: Finish off the new side-quest. Begin working on a new (and final) major mission. Create more end-game equipment. Design a few space back...
by AdmiralZo
Sun Sep 29, 2019 6:18 am
Forum: Mod Announcements
Topic: Taipan GodShip
Replies: 12
Views: 2666

Re: Taipan GodShip

Awesome update as usual! Only one slight issue - galaxy travel doesn't work. It says " no binding for symbol 'destintation node' ". Seems like it's just a typo in line 437 of D789GodTravel.xml.

Could you please add a feature to set all stations in the galaxy known. Thanks!
by AdmiralZo
Wed Sep 04, 2019 1:40 pm
Forum: Shipyards
Topic: tractor beams query
Replies: 5
Views: 571

Re: tractor beams query

Wow!!! The 'butchered' code looks so advanced! :shock: :shock: It seems to be working pretty well too! The length of the effect can be varied using <GetParameters> <EffectType UNID="&efTractorBeam;" instance="owner" > <Effect> <Ray style= "grainy" shape= "tapered" width= "20" intensity= "9" lifetime...
by AdmiralZo
Tue Sep 03, 2019 4:16 am
Forum: Shipyards
Topic: couple of Ship Pointing mod event queries
Replies: 4
Views: 567

Re: couple of Ship Pointing mod event queries

1. The mod uses 'sysAddTypeTimerEvent' to fire a "ShipDirection" event. There is code which cancels this event after 200 ticks but I have a feeling this isn't needed. Do type timer events need to be canceled or only recurring type timer events? No, I don't think it needs to be cancelled because it ...
by AdmiralZo
Thu Aug 29, 2019 6:42 am
Forum: The Drawing Board
Topic: Secure cargo hold mod
Replies: 1
Views: 496

Re: Secure cargo hold mod

Awesome mod! Very useful and a good example of how to use those complicated XML functions.
by AdmiralZo
Wed Aug 28, 2019 8:44 am
Forum: Shipyards
Topic: tractor beams query
Replies: 5
Views: 571

Re: tractor beams query

Hmm, a gravity well would be interesting...but it would rip apart the ship you're trying to drag :D I've managed to make the tractor beam by using (objSetPos ...) and a recurring timer event. It sets the position of the object to be 10 light-seconds away from the player. The angle of the object is 1...
by AdmiralZo
Sat Aug 03, 2019 3:44 am
Forum: Mod Announcements
Topic: The Final Strike
Replies: 33
Views: 6448

Re: The Final Strike

No, it's not ready yet, but i'm getting there...maybe in a month...or two...
by AdmiralZo
Thu Aug 01, 2019 2:12 pm
Forum: Mod Announcements
Topic: The Final Strike
Replies: 33
Views: 6448

Re: The Final Strike

Progress report Updating: 32% completed . . . ||||||| ||||||||||||| Yes, progress is being made! albeit rather slowly... This update will focus on bug fixes, as well as new missions, a new sidequest and unique systems. Put your explorer skills to the test, by searching the systems for hyperglyph ro...