Search found 562 matches
- Fri Nov 15, 2019 9:28 am
- Forum: Official Extensions
- Topic: The Stars Beyond
- Replies: 671
- Views: 184314
Re: The Stars Beyond
Could I get access to the current version? I'm also NMS on Multiverse if it's on there.
- Fri Nov 15, 2019 1:19 am
- Forum: Official Extensions
- Topic: The Backroads — an alternate route
- Replies: 213
- Views: 85766
Re: The Backroads — an alternate route
Could I get access, too? I'm impressed with how far it's come based on George's stream.
- Fri Nov 01, 2019 6:45 am
- Forum: Beginner's Luck
- Topic: Questions about saved games
- Replies: 25
- Views: 5849
Re: Questions about saved games
If it's just about your personal enjoyment/testing, you can play in debug mode. This gives you the ability to revert to your last save, but makes the game ineligible to submit high scores. You can also turn off mission autosaves in settings.xml. The game will still autosave whenever you gate though....
- Sat Oct 19, 2019 8:46 pm
- Forum: Shipyards
- Topic: Fleet wingman behavior help please
- Replies: 11
- Views: 3015
Re: Fleet wingman behavior help please
Because all the objects are found using 'sysFindObject' and moved in the same 'block' of code for every gating there shouldn't be any problems with anyone getting left behind (he says with fingers crossed). If you don't store the ships' IDs, then if the player saves and loads during the delay, the ...
- Sat Oct 19, 2019 8:38 pm
- Forum: Beginner's Luck
- Topic: Erial's starter questions
- Replies: 10
- Views: 2796
Re: Erial's starter questions
Any device that doesn't take up a slot, or takes more than one, should have a tag specifying that. Player ships used to have a built-in reactor that didn't take a slot, but they were changed years ago to come with a removable reactor that does take a slot. So unless you're using mods with multi-slot...
- Sat Oct 19, 2019 8:28 pm
- Forum: Shipyards
- Topic: mission status query
- Replies: 4
- Views: 2275
Re: mission status query
I think it's better to add the event to each mission so that there isn't a separate type that needs to be updated when a mission is added or modified. It's probably easiest if I just do it myself and submit a pull request to George.
- Tue Oct 15, 2019 5:35 am
- Forum: Shipyards
- Topic: Fleet wingman behavior help please
- Replies: 11
- Views: 3015
Re: Fleet wingman behavior help please
I just remembered, this will also break if the player saves and loads between using the gate and the escorts coming through. You would need to store the IDs using objGetID and objGetObjByID, or maybe store the data on the gate object and use objSetObjRefData and objGetObjRefData. (I'm not sure if th...
- Tue Oct 15, 2019 5:25 am
- Forum: Shipyards
- Topic: mission status query
- Replies: 4
- Views: 2275
Re: mission status query
The problem with registering all missions is that missions that don't register the player ship might assume certain things about the registered ships. E.g. they might succeed/fail if any registered ship enters a gate. So the only fix I can see that doesn't require checking each mission's events is t...
- Sun Oct 13, 2019 8:16 pm
- Forum: Beginner's Luck
- Topic: Dvalin mission
- Replies: 4
- Views: 1877
Re: Dvalin mission
Last I checked, if you give enough to get double the amount of xp for the Ion9, he'll give you a second one. But that's difficult and not very useful.
- Fri Sep 27, 2019 7:47 am
- Forum: Shipyards
- Topic: Fleet wingman behavior help please
- Replies: 11
- Views: 3015
Re: Fleet wingman behavior help please
It works if you set a reasonable delay value. It's in ticks. However, Fleet escorts can get left behind if you gate back immediately, before they form up. That's probably not what you want. Also, if you wanted to imitate real stargates, you could use a recurring event to have the escorts teleport on...
- Mon Sep 23, 2019 6:55 am
- Forum: Shipyards
- Topic: Fleet wingman behavior help please
- Replies: 11
- Views: 3015
Re: Fleet wingman behavior help please
Maybe old controllers don't have an order queue at all? So you'd have to use an event that runs when you want them to return to formation. E.g. (block Nil (enum theObjList theObject (shpOrder theObject ...) ) (sysAddTypeTimerEvent delay myType myEvent) (typSetData myType 'objList theObjList) ) ... <...
- Mon Sep 02, 2019 8:45 pm
- Forum: Shipyards
- Topic: couple of Ship Pointing mod event queries
- Replies: 4
- Views: 1912
Re: couple of Ship Pointing mod event queries
I think there was a recent change to prevent more than one of a particular timer from existing on a type/object/etc. So try cancelling the timer before creating a new one. Or use a recurring timer.
- Fri Aug 30, 2019 5:52 pm
- Forum: Shipyards
- Topic: Fleet wingman behavior help please
- Replies: 11
- Views: 3015
Re: Fleet wingman behavior help please
Here's the code that creates Fleet wingmen: (for i 0 (- aCount 1) (block (wingmanObj) (setq wingmanObj (sysCreateShip theClass baseObj &svCommonwealthFleet; 'fleet )) (shpOrder wingmanObj 'escort gPlayerShip i) It assigns them a formation position. Maybe the Fleet controller requires that and can't ...
- Wed Aug 21, 2019 10:30 am
- Forum: Shipyards
- Topic: multiple cycle code help please
- Replies: 6
- Views: 2065
Re: multiple cycle code help please
OK, try this: (block (systemStruct outputStruct) ; Create a struct where the keys are nodes and each value is a struct. ; In the inner structs, the keys are station names and the values are the number of known stations with the name in the system. (enum inputList theEntry (block ( (theType (@ theEnt...
- Sun Aug 18, 2019 11:09 pm
- Forum: Shipyards
- Topic: multiple cycle code help please
- Replies: 6
- Views: 2065
Re: multiple cycle code help please
So the list for each system is always generated from scratch? You don't ever add stations to it one at a time, which would involve searching a string for the matching station name? But you want different types of stations that share a name to share an entry?