Search found 147 matches

by EditorRUS
Sat Jan 04, 2014 10:35 am
Forum: Shipyards
Topic: Bullets and missiles. Their variables, function, events.
Replies: 20
Views: 9064

Re: Bullets and missiles. Their variables, function, events.

And i stuck with a problem: virtual energy load don't want to be installed on a ship. Code: <ItemType UNID="&vtELoad;" name = "Energy load" virtual = "1" > <MiscellaneousDevice powerUse= "1" deviceSlots= "0" external= "false" /> <Events> <OnUpdate> (block Nil (setq EMC (objGetData gSource "EMC_paren...
by EditorRUS
Sat Jan 04, 2014 10:32 am
Forum: Shipyards
Topic: Bullets and missiles. Their variables, function, events.
Replies: 20
Views: 9064

Re: Bullets and missiles. Their variables, function, events.

Ummm... i am rewriting that stuff now I was expecting that (objGetData) can return pointers and data-variables can store pointers on some object. Plan: itEMC has: 1. Variable - W (collected watts) 2. Variable - LW (limit of watts to be collected) 3. Variable - kg (obviously, it's mass) 4. Variable -...
by EditorRUS
Fri Jan 03, 2014 9:20 pm
Forum: Shipyards
Topic: UNID Database
Replies: 564
Views: 396202

Re: UNID Database

One more
0xEE00 - EditorRUS
by EditorRUS
Fri Jan 03, 2014 8:37 pm
Forum: Commonwealth
Topic: On the Lamplighter, How does it work?
Replies: 8
Views: 4644

Re: On the Lamplighter, How does it work?

IMO, a more efficient way would be to use some kind of artificial gravity, or even magnetic power, if the antimatter has magnetic properties. Considering living in space stations is normal, and that graviton is the next level of weaponry, making a specialized gravity mechanism to contain and contro...
by EditorRUS
Thu Jan 02, 2014 6:51 pm
Forum: Commonwealth
Topic: On the Lamplighter, How does it work?
Replies: 8
Views: 4644

Re: On the Lamplighter, How does it work?

I think there's nothing hard. If we take in account that in future they have energy fields (shields) researched and being used everywhere, then containing antimatter becomes easy. Just take a chunk of antimatter (antimatter acts like common matter, except it's explosion when collided with matter or,...
by EditorRUS
Thu Jan 02, 2014 4:07 pm
Forum: Shipyards
Topic: Bullets and missiles. Their variables, function, events.
Replies: 20
Views: 9064

Re: Bullets and missiles. Their variables, function, events.

Also i tried to make "get information" dockscreen that refreshes itself every tick, but i haven't found a way to run OnPaneInit on the pane.

gSource doesn't work. It returns main object.
[OnGlobalPaneInit] doesn't work too otherwise aPane could be useful.
by EditorRUS
Thu Jan 02, 2014 3:57 pm
Forum: Shipyards
Topic: Bullets and missiles. Their variables, function, events.
Replies: 20
Views: 9064

Re: Bullets and missiles. Their variables, function, events.

Oookk... i have written dat weapon for 4/5. And well, there's some errors. http://pastebin.com/rjqhqWjz First of all: commented part. For some reason (i can't understand why) it always disables 1st to 3rd actions and enables 5th actions as if the weapon has ready=1 and gathers=0. Another one error: ...
by EditorRUS
Wed Jan 01, 2014 10:09 am
Forum: Shipyards
Topic: Bullets and missiles. Their variables, function, events.
Replies: 20
Views: 9064

Re: Bullets and missiles. Their variables, function, events.

I found the way to make custom weapon, thanks to WeaponLabs mod - by using [CDATA] block and TemplateType.
by EditorRUS
Tue Dec 31, 2013 3:45 pm
Forum: Mod Announcements
Topic: Weapons Extended 5
Replies: 44
Views: 34906

Re: Weapons Extended 5

Orion atomic lance is truly overpowered. I have passed the game to the end with it. It even destroys the iocrym command ship. 1d80 plasma damage for 4 shots - 4-320 plasma data per second. It's the most powerful weapon for it's level. Or even in the game. Even it's danger of being destroyed by balls...
by EditorRUS
Tue Dec 31, 2013 1:04 pm
Forum: Beginner's Luck
Topic: Dark Orb that transported me to another system (Elysium)
Replies: 3
Views: 3537

Re: Dark Orb that transported me to another system (Elysium)

Gem of despair. Usually can be found in penitent shrines. It's pretty useful when you have a lot of money, but don't have good weapon/shield/whatever. Go to end-game system, avoid enemies as they can easily destroy you and buy stuff you want. Use another gem and go back from where you went. Or, the ...
by EditorRUS
Mon Dec 30, 2013 9:41 am
Forum: Shipyards
Topic: Bullets and missiles. Their variables, function, events.
Replies: 20
Views: 9064

Re: Bullets and missiles. Their variables, function, events.

Yeah, i've been learning the language for few days. Now, i have written the MIDAS. But it's laggy. Well, there's nothing strange - that bomb emits 200 rays per second, which are alive for 10 seconds, so, 2K rays. I tried to repeat the bomb in the video: http://www.youtube.com/watch?v=6_KLAiyMynI . N...
by EditorRUS
Mon Dec 30, 2013 3:01 am
Forum: Shipyards
Topic: New Damage Types/Effects
Replies: 4
Views: 2352

Re: New Damage Types/Effects

Third way: download the source code and change the game.
by EditorRUS
Sun Dec 29, 2013 7:00 am
Forum: Shipyards
Topic: Unterstanding of naming
Replies: 12
Views: 5594

Re: Unterstanding of naming

I saw somewhere in code answer for 1 question.
by EditorRUS
Sat Dec 28, 2013 6:11 pm
Forum: Mod Announcements
Topic: Mining Pack released! (collab with TransGeek)
Replies: 72
Views: 182819

Re: Mining Pack released! (collab with TransGeek)

Armor recycling works only with titanium armor because other armors aren't written in recycle-function block.
by EditorRUS
Sat Dec 21, 2013 7:53 pm
Forum: Shipyards
Topic: Bullets and missiles. Their variables, function, events.
Replies: 20
Views: 9064

Re: Bullets and missiles. Their variables, function, events.

Although it can be useful it still doesn't give any opportunity to change bullets.<-- use systemCreateWeaponFire? Oh, it seems like what i want. Anyway, i meant that there's no way to change bullets when they're flying. For instance let's take next situation: there's a weapon whose bullets, when th...