Search found 1912 matches
- Thu Apr 15, 2010 12:43 am
- Forum: Ideas & Suggestions
- Topic: bug with item data
- Replies: 4
- Views: 2463
- Tue Apr 13, 2010 5:13 am
- Forum: Ideas & Suggestions
- Topic: powerUp and powerDown items
- Replies: 0
- Views: 1530
powerUp and powerDown items
I would like to make items that you could run an event on called powerUp and after a time specified in the xml it would call powerDown. You could use this to put arbitrary timed events on things. For example you over charge on your over chargeable weapon it would do double damage for a time then do ...
- Mon Apr 12, 2010 11:20 pm
- Forum: Shipyards
- Topic: Consuming power
- Replies: 16
- Views: 7018
- Sun Apr 11, 2010 8:28 pm
- Forum: Shipyards
- Topic: Consuming power
- Replies: 16
- Views: 7018
what started this all is because we wanted a weapon that fired only when certain conditions where met. Using firing power even when not being fired didn't seem fair. Maybe an easier solution is to allow a return value from OnFireWeapon that communicates whether or not we should consume power (or so...
- Sun Apr 11, 2010 8:26 pm
- Forum: Shipyards
- Topic: Consuming power
- Replies: 16
- Views: 7018
- Sun Apr 11, 2010 8:18 pm
- Forum: Shipyards
- Topic: Consuming power
- Replies: 16
- Views: 7018
- Sun Apr 11, 2010 7:35 pm
- Forum: Shipyards
- Topic: Consuming power
- Replies: 16
- Views: 7018
There would be a default that you would put in the xml (like all items currently have). The new power use would be used instead of that one while it is active (however long the timer is). If a new one is applied it would overwrite the old one (this is on a single device so I don't see any issues wit...
- Sun Apr 11, 2010 6:32 pm
- Forum: Shipyards
- Topic: Consuming power
- Replies: 16
- Views: 7018
I was thinking just a stored number for the current power consumption stored on the item that would be removed or invalidated after the timer is done. I suggested that way because a GetPowerConsumption would be expensive and power use doesn't change that often. There might be use for a flag to say n...
- Sun Apr 11, 2010 5:55 pm
- Forum: Shipyards
- Topic: Consuming power
- Replies: 16
- Views: 7018
I would think a itmConsumePower might be easier. It would overwrite the old itmConsumePower and you would already have a list. It would only consume extra power for installed items so you would need virtual equipped items for consuming power with no corresponding equipped item. You would also need a...
- Fri Apr 09, 2010 6:30 pm
- Forum: Shipyards
- Topic: Why won't this overlay work?
- Replies: 14
- Views: 5950
- Wed Apr 07, 2010 1:10 am
- Forum: Ideas & Suggestions
- Topic: Enemies with ammo AI problem
- Replies: 1
- Views: 1556
- Sat Mar 13, 2010 1:01 am
- Forum: Announcements
- Topic: 1.0
- Replies: 40
- Views: 30302
- Tue Feb 23, 2010 9:59 pm
- Forum: Shipyards
- Topic: UNID Database
- Replies: 564
- Views: 396489
- Sun Feb 21, 2010 8:24 am
- Forum: Shipyards
- Topic: New (semi-ratified) xelerus standard
- Replies: 11
- Views: 4223
- Sat Feb 20, 2010 10:44 pm
- Forum: Closed bug reports
- Topic: shot object interations
- Replies: 0
- Views: 2022
shot object interations
for post 1.0 I would like some way to tell the game what kind of things and how often a shot will interact with a given object. maybe an event called <ShotInteraction> that returns a percent chance that the shot interacts with the given object. Things this would help would be things like lasers shou...