Search found 569 matches
- Fri Apr 19, 2019 11:32 pm
- Forum: Shipyards
- Topic: ship orders help please
- Replies: 7
- Views: 6116
Re: ship orders help please
Actually, it does seem like it would be useful to use an event handler here. Just create a generic Type with the necessary Communications, Events, and Language elements, then you can add that code with eventHandler= in the ShipClass or (objSetEventHandler obj unid). If you use the latter, you might ...
- Mon Apr 15, 2019 5:51 am
- Forum: Shipyards
- Topic: various questions and stuff
- Replies: 43
- Views: 48760
Re: various questions and stuff
Event handlers basically just allow you to add the XML of another type onto the XML of an existing object, usually to add Events and Language elements. You don't need them if you just want to change how one type behaves at all times. To change Salvagers' behavior without modifying the engine, you'd ...
- Mon Apr 08, 2019 8:30 am
- Forum: Shipyards
- Topic: ordering newly found systems suggestions please
- Replies: 1
- Views: 3148
Re: ordering newly found systems suggestions please
Maybe just always generate the list of known systems with (filter (sysGetNodes) node (sysIsKnown node)) ? With a bunch of non-contiguous systems known, allowing manual reordering and deciding how to maintain the order as you discover systems seems like more trouble than it's worth. I guess you could...
- Thu Apr 04, 2019 5:43 am
- Forum: Commonwealth
- Topic: What's up with loot in 1.8?
- Replies: 8
- Views: 13735
Re: What's up with loot in 1.8?
Seems like there might be yet another bug. I think "level=9" is supposed to override the system level, so the loot shouldn't depend on system level. "x=" multiplies the total value of the items to be generated, and there's some formula to determine how much to multiply the number appearing of each i...
- Thu Apr 04, 2019 5:36 am
- Forum: Shipyards
- Topic: various questions and stuff
- Replies: 43
- Views: 48760
Re: various questions and stuff
It's hard-coded in the engine, I believe, but I haven't looked at it.
- Thu Apr 04, 2019 12:57 am
- Forum: Beginner's Luck
- Topic: quick WMD question
- Replies: 1
- Views: 7588
Re: quick WMD question
Currently the in-game display is in 10ths (rounded), so 2 = 25%, 3 = 32% ... 10 = 100%. I'd like it to be more clear, too, but George didn't seem to like my suggestions.
- Mon Apr 01, 2019 8:38 am
- Forum: Commonwealth
- Topic: [April Fools 2019] A new adventure awaits in Armor Shop!
- Replies: 3
- Views: 6890
Re: A new adventure awaits in Armor Shop!
Nice! I'm looking forward to this never coming out so I can not play it!
- Sat Mar 30, 2019 7:04 pm
- Forum: Shipyards
- Topic: struct format and editing help please
- Replies: 3
- Views: 4209
Re: struct format and editing help please
Thanks again. More great info explained really well. Using this code will remove a heap of list handling code from the mod. I couldn't make the 'adding a value' code work unless the 'theStruct' already existed. I misunderstood what you meant by "theStruct can be Nil to start". Once I set 'theStruct...
- Fri Mar 22, 2019 7:48 am
- Forum: Stable (v1.7) Bug Reports
- Topic: drone sheild bug
- Replies: 2
- Views: 7756
Re: drone sheild bug
They don't function normally. They collapse more easily, maybe if they take any damage at all.
- Fri Mar 22, 2019 4:32 am
- Forum: Shipyards
- Topic: looking for auton check suggestions
- Replies: 3
- Views: 4039
Re: looking for auton check suggestions
SysFindObject finds autons in OnGlobalPlayerLeftSystem for me. Try something like this:
Code: Select all
(enum (sysFindObject Nil "s +auton; +property:playerWingman;") obj
(if (eq (objGetData obj 'behavior) 'waiting)
; Store some data about the auton
)
)
- Sun Mar 17, 2019 3:06 am
- Forum: Commonwealth
- Topic: What's up with loot in 1.8?
- Replies: 8
- Views: 13735
Re: What's up with loot in 1.8?
So there seem to be two issues: 1. The number of distinct items generated is too small for tables with large multipliers, resulting in very large quantities being needed to add up to enough value. 2. All the items may be drawn from the same entry in the Items table, resulting in several kinds of arm...
- Sat Mar 16, 2019 9:18 am
- Forum: Commonwealth
- Topic: What's up with loot in 1.8?
- Replies: 8
- Views: 13735
Re: What's up with loot in 1.8?
This is probably due to the changes to enable level-based treasure value in API 39 . Maybe it's picking one item and scaling up the quantity to the specified value rather than picking more items. Unfortunately, the logic is buried in many levels of helper functions and I can't find the relevant part...
- Wed Mar 13, 2019 6:42 pm
- Forum: Shipyards
- Topic: recurring timer event query
- Replies: 4
- Views: 4190
Re: recurring timer event query
There can be multiple non-recurring timers of the same name on a type/object/whatever. I'm not sure about recurring timers. Regardless, the cancel functions cancel all matching timers, so this should be OK.
- Wed Mar 06, 2019 8:16 am
- Forum: The Drawing Board
- Topic: Playership Drones for 1.8
- Replies: 10
- Views: 22269
Re: Playership Drones for 1.8
If you want something more plausible but still straightforward, you could have to buy a starship field repair kit, or hire a mobile repair platform wingman.
- Tue Feb 26, 2019 10:39 am
- Forum: Shipyards
- Topic: struct format and editing help please
- Replies: 3
- Views: 4209
Re: struct format and editing help please
Presumably you'd use the node IDs as keys. One option is to allow each value to be an object or list of objects. E.g. { SE:(15708 15672) BA:2098 } You could add to the struct with: (setq theStruct (structAppend theStruct key value)) In many cases this would be OK, but sometimes you might have to che...