Search found 569 matches

by NMS
Fri Apr 19, 2019 11:32 pm
Forum: Shipyards
Topic: ship orders help please
Replies: 7
Views: 6109

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 ...
by NMS
Mon Apr 15, 2019 5:51 am
Forum: Shipyards
Topic: various questions and stuff
Replies: 43
Views: 48616

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 ...
by NMS
Mon Apr 08, 2019 8:30 am
Forum: Shipyards
Topic: ordering newly found systems suggestions please
Replies: 1
Views: 3146

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...
by NMS
Thu Apr 04, 2019 5:43 am
Forum: Commonwealth
Topic: What's up with loot in 1.8?
Replies: 8
Views: 13722

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...
by NMS
Thu Apr 04, 2019 5:36 am
Forum: Shipyards
Topic: various questions and stuff
Replies: 43
Views: 48616

Re: various questions and stuff

It's hard-coded in the engine, I believe, but I haven't looked at it.
by NMS
Thu Apr 04, 2019 12:57 am
Forum: Beginner's Luck
Topic: quick WMD question
Replies: 1
Views: 7550

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.
by NMS
Mon Apr 01, 2019 8:38 am
Forum: Commonwealth
Topic: [April Fools 2019] A new adventure awaits in Armor Shop!
Replies: 3
Views: 6888

Re: A new adventure awaits in Armor Shop!

Nice! I'm looking forward to this never coming out so I can not play it!
by NMS
Sat Mar 30, 2019 7:04 pm
Forum: Shipyards
Topic: struct format and editing help please
Replies: 3
Views: 4206

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...
by NMS
Fri Mar 22, 2019 7:48 am
Forum: Stable (v1.7) Bug Reports
Topic: drone sheild bug
Replies: 2
Views: 7717

Re: drone sheild bug

They don't function normally. They collapse more easily, maybe if they take any damage at all.
by NMS
Fri Mar 22, 2019 4:32 am
Forum: Shipyards
Topic: looking for auton check suggestions
Replies: 3
Views: 4036

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
		)
	)
by NMS
Sun Mar 17, 2019 3:06 am
Forum: Commonwealth
Topic: What's up with loot in 1.8?
Replies: 8
Views: 13722

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...
by NMS
Sat Mar 16, 2019 9:18 am
Forum: Commonwealth
Topic: What's up with loot in 1.8?
Replies: 8
Views: 13722

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...
by NMS
Wed Mar 13, 2019 6:42 pm
Forum: Shipyards
Topic: recurring timer event query
Replies: 4
Views: 4184

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.
by NMS
Wed Mar 06, 2019 8:16 am
Forum: The Drawing Board
Topic: Playership Drones for 1.8
Replies: 10
Views: 22224

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.
by NMS
Tue Feb 26, 2019 10:39 am
Forum: Shipyards
Topic: struct format and editing help please
Replies: 3
Views: 4206

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...