Search found 810 matches

by Prophet
Sun Mar 13, 2011 5:53 am
Forum: Shipyards
Topic: Extension versions
Replies: 20
Views: 7869

Re: Extension versions

Yes, that was my point but re-reading it now it seems it was worded poorly.

Until now, we've been marking our xmls with the previous stable version and from now on we should be using the next stable version.
by Prophet
Sun Mar 13, 2011 5:46 am
Forum: Shipyards
Topic: Help with lists
Replies: 14
Views: 4610

Re: Help with lists

The code I posted uses a local var. Example of setting the var "foo" as a global var (block nil (setq foo 1) ) foo will be accessible anywhere anytime but if multiple sources are modifying it often you cannot rely on it being what you expect in some circumstances. Example of setting the var "foo" as...
by Prophet
Sun Mar 13, 2011 5:38 am
Forum: Shipyards
Topic: Using data field in a stargate node
Replies: 3
Views: 1853

Re: Using data field in a stargate node

Stargates are tied between two nodes, you can't change where they lead.

You will have to create a new gate to change the destination node.
by Prophet
Sun Mar 13, 2011 5:18 am
Forum: Shipyards
Topic: Help with lists
Replies: 14
Views: 4610

Re: Help with lists

I would recommend saving CharonStationRand as a local variable rather than a global variable as multiple instances will collide and overwrite any previous values. It is probably not your issue but is a good habit to not use the global unless necessary. <OnCreate> (block nil (sysAddObjRecurringTimerE...
by Prophet
Sun Mar 13, 2011 5:04 am
Forum: Shipyards
Topic: [Help/Advice] Creating Ships and Sending them to War
Replies: 29
Views: 10716

Re: [Help/Advice] Creating Ships and Sending them to War

Looking forward to it!
:mrgreen:
by Prophet
Sun Mar 13, 2011 5:02 am
Forum: Shipyards
Topic: Dynamic Systems
Replies: 151
Views: 65888

Re: Dynamic Systems

1. If I can't build stations, how am I going to increase a sov's presence in the system? Why can't you build stations? The other alternative is ships. I'm not really sure how you want it to work so I can't help there. 2. How do I 'jump' retaliation level? Do I create a list of ships that will do th...
by Prophet
Sun Mar 13, 2011 4:53 am
Forum: Shipyards
Topic: Help with lists
Replies: 14
Views: 4610

Re: Help with lists

The example you posted seems fine.

You're saying that the list returned only contains one item, the last one?

Can you paste more of the actual code? Perhaps there is something funny going on in another line.
by Prophet
Sun Mar 13, 2011 4:47 am
Forum: Shipyards
Topic: Extension versions
Replies: 20
Views: 7869

Re: Extension versions

Essentially, the version number in the xml signifies the highest version of mod that should be compatible. 1.0 will run most mods up to 1.0 (0.99c,b, 98 etc.) but won't have any of the new features past that. 1.1 will be required to run mods from 1.01 to 1.1 and in most cases lower version mods. I t...
by Prophet
Sat Mar 12, 2011 8:54 am
Forum: Closed bug reports
Topic: installing 0HP armor on player causes strange stuff + crash
Replies: 4
Views: 4001

Re: installing 0HP armor on player causes strange stuff + cr

IF you put 0hp armor on your ship in the xml definition, the game crashes on system generation with the following error:


"Silly wabbit, you can't use tissue paper for your forward bulkhead!"



Weird, huh?
by Prophet
Sat Mar 12, 2011 8:47 am
Forum: Shipyards
Topic: Need Advice
Replies: 51
Views: 17739

Re: Need Advice

1)made one 2)made one 3)made one 4)haven't made one Adding device slots is WAY OP. There is no way to balance it, don't try. You can include it in a mod but please mark it as a godmod if you release it. I have devices in VUI that auto scan stations at range. IT is very handy and can be balanced with...
by Prophet
Sat Mar 12, 2011 8:33 am
Forum: Shipyards
Topic: Wingmen Going Too Far
Replies: 12
Views: 5121

Re: Wingmen Going Too Far

Modifying wingmen behaviour is a simple task of overwriting the event handler they inherit from. IT would be a trivial addition to add some code to prevent them from moving too far off. (and (gr (objGetDistance gSource gPlayerShip) 100) (not (eq behavior 'waiting)) ) (block nil (shpCancelOrders gSou...
by Prophet
Sat Mar 12, 2011 8:23 am
Forum: Shipyards
Topic: [Help/Advice] Creating Ships and Sending them to War
Replies: 29
Views: 10716

Re: [Help/Advice] Creating Ships and Sending them to War

Your problem is: (objGetPosition ...) is not a function, you want (objGetPos ...) Whenever something spawns on the sun, the position is returning Nil. Sun = Nil (In vector position terms) 'Attack = "Attack" They are interchangeable in many circumstances. Anything within double quotes is recognized a...
by Prophet
Sat Mar 12, 2011 8:10 am
Forum: Shipyards
Topic: Dynamic Systems
Replies: 151
Views: 65888

Re: Dynamic Systems

Sorry, I was rushing in the earlier post so I will break down the code now. (setq shipType (switch (leq 'RetaliationLevel 4) (if (leq (sysGetLevel) 4) &scRonin; &scCenturion; ) (leq 'RetaliationLevel 8) (if (leq (sysGetLevel) 4) &scLightIAV; &scCenturionX; ) ... ) ) This first part is where you coll...
by Prophet
Sat Mar 12, 2011 6:44 am
Forum: Shipyards
Topic: Dynamic Systems
Replies: 151
Views: 65888

Re: Dynamic Systems

You can make a ship act like a ferian using the "ferian" controller. Place this code inside your mining station: <Ships> <Ship count="3d6" class="[yourMiningShip]" orders="mine" controller="ferian"/> </Ships> IF you want to get more advanced you'll have to write an event handler. Spawning squads: (b...
by Prophet
Sat Mar 12, 2011 6:10 am
Forum: Shipyards
Topic: [Help/Advice] Creating Ships and Sending them to War
Replies: 29
Views: 10716

Re: [Help/Advice] Creating Ships and Sending them to War

In your station you'll need two events: <Events> <OnCreate> ;; start a timer that runs every 100 secs to send out ships (sysAddObjRecurringTimerEvent 1500 gSource 'Attack) </OnCreate> <Attack> ;; spawn code goes here </Attack> </Events> As for finding an appropriate target: (setq target (random (sys...