Search found 451 matches

by gunship256
Fri May 20, 2016 3:20 pm
Forum: Shipyards
Topic: onFireWeapon with missiles
Replies: 8
Views: 4321

Re: onFireWeapon with missiles

There's specifically a function for turning normal strings into XML:

(xmlCreate xml) -> xml

I've had to use this on occasion when the XML manipulation functions throw an error.
by gunship256
Fri May 20, 2016 1:32 pm
Forum: Shipyards
Topic: onFireWeapon with missiles
Replies: 8
Views: 4321

Re: onFireWeapon with missiles

Yeah TypSetData/TypGetData work. You can also typCreate from TypGetData that gets the xml you stored earlier so no need to make it into a string (I think the XML types we are feeding into TypCreate are valid string representations of XML anyways). String manipulation functions like (find) work on X...
by gunship256
Fri May 20, 2016 1:01 pm
Forum: Shipyards
Topic: onFireWeapon with missiles
Replies: 8
Views: 4321

Re: onFireWeapon with missiles

Checking it out, if not I'll make a ticket on ministry. Uh one workaround might be to store all of the typcreated XML onto a unid using TypSetData then use TypGetData to get the XML but dunno if it gets stored as XML or something else. Thanks! Let me know if you can get the XML to pull up. Yeah, I ...
by gunship256
Fri May 20, 2016 12:57 pm
Forum: Modding Reference
Topic: Upcoming dock screen changes
Replies: 9
Views: 16852

Re: Upcoming dock screen changes

It might also be helpful to sticky this thread unless there's a more recent one that goes over the same material.
by gunship256
Fri May 20, 2016 12:51 pm
Forum: Shipyards
Topic: onFireWeapon with missiles
Replies: 8
Views: 4321

Re: onFireWeapon with missiles

Have you been able to successfully pull up the XML of a typCreated weapon? I get Nil if I try to do it in the debug console.
by gunship256
Fri May 20, 2016 12:49 pm
Forum: Modding Reference
Topic: How to override types on using TypCreate
Replies: 3
Views: 9376

Re: How to override types on using TypCreate

I really do think though that what we have now doesn't currently modify ingame xml since we can only override xml in OnGlobalTypesInit. Yes. There's an additional problem: typGetXML doesn't pull up any XML for typCreated items. It just returns Nil. So even typCreating a new type based on an older o...
by gunship256
Fri May 20, 2016 12:46 pm
Forum: The Drawing Board
Topic: AutoShield defense devices
Replies: 13
Views: 8652

Re: AutoShield defense devices

RPC, thanks for the suggestion! I'll try making a new device for that weapon to see how it works. TheLoneWolf, this mod is going the way of the dinosaur. Some of the devices will get incorporated into the PDmod update , whcih I hope to release this weekend. The Iocrym repeller is a level 10 point-de...
by gunship256
Fri May 20, 2016 1:04 am
Forum: Modding Reference
Topic: How to override types on using TypCreate
Replies: 3
Views: 9376

Re: How to override types on using TypCreate

Thanks for posting this, RPC. You've figured out a solution to a problem that's stumped the rest of us for quite a while.

Someone really needs to sticky this thread.
by gunship256
Wed May 18, 2016 5:15 am
Forum: Shipyards
Topic: Need to find out which ship fired a shot
Replies: 10
Views: 10512

Need to find out which ship fired a shot

I have a list of space objects that I got from sysFindObject. I'm working on the PDmod update and am trying to deal with a bug where ICX devices shoot at the shots created by the player's own main weapon. How can tell whether a shot was fired by the player or by a different ship? Here's the current ...
by gunship256
Wed May 18, 2016 2:12 am
Forum: Ideas & Suggestions
Topic: Idea: Targeting ROM from Kate if you agree to rescue Katami.
Replies: 7
Views: 4245

Re: Idea: Targeting ROM from Kate if you agree to rescue Kat

I agree. I've ordered a targeting ROM from a Corporate Trading Post before because one didn't spawn before Sanctuary.
by gunship256
Wed May 18, 2016 1:51 am
Forum: The Drawing Board
Topic: PDmod update
Replies: 28
Views: 24462

Re: PDmod update

UPDATE I've gone back and forth a few times over how friendly fire avoidance should work. I believe the purpose of turning it off should be as a defense against "friendly" but angry ships that are shooting at you. Under this assumption, even if friendly fire avoidance is on, ICX devices should targe...
by gunship256
Tue May 17, 2016 11:17 pm
Forum: The Drawing Board
Topic: Shrike's Mines & Missiles ++
Replies: 390
Views: 210809

Re: Shrike's Mines & Missiles ++

The closest I found is the PK25 and Ion9. But with straight or particled shots, thats not what I want. Thing lazer array. But without that already destined angle. Have you guys ever played Star Wars Battlefronts 2? Remember the shotguns the engineers have? With their particles flying into random ac...
by gunship256
Tue May 17, 2016 11:03 am
Forum: The Drawing Board
Topic: Shrike's Mines & Missiles ++
Replies: 390
Views: 210809

Re: Shrike's Mines & Missiles ++

The mod has a thermo shotgun missile for the NAMI Heavy launcher. It's basically a thermo Morningstar that consumes ammo. It's quite effective against Iocrym sentinels if you have a fast ship.
by gunship256
Tue May 17, 2016 3:39 am
Forum: Commonwealth
Topic: Eternity Port Playthrough
Replies: 5
Views: 4672

Re: Eternity Port Playthrough

Not having a guaranteed chance to get a military ID for those midgame systems makes EP challenging, especially in the mission where you have to scan a heavily armed enemy vessel. Enjoy your game and have fun dying!
by gunship256
Mon May 16, 2016 3:31 am
Forum: The Drawing Board
Topic: PDmod update
Replies: 28
Views: 24462

Re: PDmod update

UPDATE Everything is working with the exception of two bugs: * After adding friendly-fire avoidance back in, I sometimes get a muzzle flash but no shot coming out. It doesn't happen very often, and there are no friendly ships within the 20ls radius that I'm using to check for friendly ships and stat...