Dynamic Systems

Freeform discussion about anything related to modding Transcendence.
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sdw195
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dude, pastebin
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"Dash_Merc - George is a genius, in that he created this game engine that is infinitely extendable"
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RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Thanks for reminding me about pastebin.
Here's the pastebin link:
Zombies in Transcendence
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

So apparently 1.06 broke my particle shield.
I have the same weapon but in 105 it blocks most energy weapons (beamtype)
and in 106 it doesn't do much :(
I'm thinking that the change to <beamtype> has a lot to do with this. So how do I make my shield regain its former glory?

Code: Select all

<!-- GN Particle Field -->
<ItemType UNID="&itGNParticleField;"
			name=				"GN Particle Field"	
			level=				"7"
			modifiers=			"MajorItem; SolarReactor;"
			description=		"Technically the primary shield, the GN particle field is a key component to the Mayfly's success."
			>
		<Image imageID="&rsItems1;" imageX="192" imageY="0" imageWidth="96" imageHeight="96"/>
		<Weapon
				type=				"missile"
				damage=				"kinetic:0"
				repeating= 			"150000"
				fireRate=			"30"
				hitPoints=		"25"
				interaction=		"5"
				hitEffect=		"&efShieldHit1;"
				missileSpeed=		"17"
				accelerationFactor=	"75"
				lifetime=			"10d5-7"
				powerUse=			"100"
				deviceSlots=	"0"
				noFriendlyFire=	"true"
				 linkedFire="always"
				>
			<Configuration aimTolerance="5">
				<Shot posAngle="180" posRadius="20" angle="0-180"/>	
				<Shot posAngle="180" posRadius="20" angle="360-181"/>
				<Shot posAngle="180" posRadius="20" angle="0-180"/>	
				<Shot posAngle="180" posRadius="20" angle="360-181"/>
				<Shot posAngle="180" posRadius="20" angle="0-180"/>	
				<Shot posAngle="180" posRadius="20" angle="360-181"/>
			</Configuration>
			
			<Effect>
				<Image imageID="&rsGNParticles;" imageX="0" imageY="0" imageWidth="16" imageHeight="16" imageFrameCount="4" imageTicksPerFrame="1" randomStartFrame="true"/>							
			</Effect>
			
		</Weapon>
		<Invoke>
			(intAutoInstall gSource gItem)
		</Invoke>
		
	</ItemType>
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
george moromisato
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Try:

interaction="100"

[You have: interaction="5"]

In previous versions, the interaction attribute was not working properly (and was thus behaving as if it were 100).
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

O.O I didn't notice that. Thanks, George, it works again!
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Apparently in V3, since I included station recreation, unique stations like Arco Vaughn and Point Juno are being respawned.
Is there a tag in a system or on a station (apparently "unique" is not an attribute :( ) that will tell my station what not to respawn--- or will I be forced to make a list?
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

here's my list of stations to not recreate:

Code: Select all

(if 
					(or
						(eq (objGetType aObjDestroyed) &stArcoVaughnHabitat; )
						(eq (objGetType aObjDestroyed) &stMakayevFactory; )
						(eq (objGetType aObjDestroyed) &stRasiermesserFactory; )
						(eq (objGetType aObjDestroyed) &stHereticStation; )
						(eq (objGetType aObjDestroyed) &stCommonwealthResearchHeretic; )
						(eq (objGetType aObjDestroyed) &stRingersResearchHeretic; )
						(eq (objGetType aObjDestroyed) &stSistersResearchHeretic; )
						(eq (objGetType aObjDestroyed) &stTVX1Outpost; )
						(eq (objGetType aObjDestroyed) &stAresResearchHeretic; )
						(eq (objGetType aObjDestroyed) &stMaryamsArchive; )
						(eq (objGetType aObjDestroyed) &stMRADSensor; )
						(eq (objGetType aObjDestroyed) &stLogBuoy; )
						(eq (objGetType aObjDestroyed) &stHereticControlCenter; )
....
and systems that deactivate my station:

Code: Select all

(if
					(or 
						(eq (sysGetName) "Point Juno")
						(eq (sysGetName) "Huaramarca")
						(eq (sysGetName) "Heretic")
						).....
am I missing anything else?
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
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digdug
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st Kathrine arcology ? or maybe st kathrine system ?
shanejfilomena
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i had a Unique station I forgot: when I was trying my carriers as drydocks before I made them move : i had them unique;
When I forgot to pull the tag the game threw a Plasma Coil because it had already created one.....
If you simply do not include the tag in the station or ship details, it should fly: if it is in there the game throws a Coil in my experience.
My answer to Unique stations I want playing: copy and paste then edit like I know what Im doing.....which is how the Trading post I did got a sign on it : I really don't know what Im doing.
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

so I'm trying to recreate the Aquila loadout, but it's not working.
I have one weapon that is normal with firearcs and the other that also has fireArcs but is linkedFire="Always"
When I try to attack something on the right, the left-facing weapon tries to target it as well, :(
Is there any other way I can accomplish this?

Code: Select all

	<!-- Katana Star Cannon Battery  -->

	<ItemType UNID="&itKatanaBattery;"
			name=				"Katana star cannon battery"
			level=				"7"
			value=				"40000"
			mass=				"5000"
			frequency=			"notrandom"
			attributes=			"EnergyWeapon; MajorItem; Military; Specialty; Bushido"

			description=		"The star cannon fires a stream of high-energy ions. Star cannons are military weapons that cannot be used on civilian ships without a special ID."
			>

		<Image imageID="&rsItemsBushido2;" imageX="192" imageY="96" imageWidth="96" imageHeight="96"/>
		
		<Weapon
				type=				"beam"

				damage=				"ion:4d6-1"
				fireRate=			"12"
				lifetime=			"60"
				passthrough=		"50"
				powerUse=			"750"
				minFireArc=			"355"
				maxFireArc=			"175"
				multitarget=		"true"

				sound=				"&snLaserCannon;"
				>
			<Effect>
				<Beam
					beamType=			"starblaster"
					primaryColor=		"0x00, 0x80, 0xff"
					secondaryColor=		"0x80, 0xc0, 0xff"
					/>
			</Effect>
			<Configuration>
				<Shot posAngle="99" posRadius="22"/>
			</Configuration>
		</Weapon>
		
		<Events>
			
		</Events>
	</ItemType>
	
	<!-- Katana Star Cannon Battery Linked  -->

	<ItemType UNID="&itKatanaBatteryLinked;"
			name=				"Katana star cannon battery"
			level=				"7"
			value=				"40000"
			mass=				"5000"
			frequency=			"notrandom"
			attributes=			"EnergyWeapon; MajorItem; Military; Specialty; Bushido"

			description=		"The star cannon fires a stream of high-energy ions. Star cannons are military weapons that cannot be used on civilian ships without a special ID."
			>

		<Image imageID="&rsItemsBushido2;" imageX="192" imageY="96" imageWidth="96" imageHeight="96"/>
		
		<Weapon
				type=				"beam"

				damage=				"ion:4d6-1"
				fireRate=			"12"
				lifetime=			"60"
				passthrough=		"50"
				powerUse=			"750"
				linkedFire= 		"Always"
				minFireArc=			"160"
				maxFireArc=			"5"
				multitarget=		"true"

				sound=				"&snLaserCannon;"
				>
			<Effect>
				<Beam
					beamType=			"starblaster"
					primaryColor=		"0x00, 0x80, 0xff"
					secondaryColor=		"0x80, 0xc0, 0xff"
					/>
			</Effect>
			<Configuration>	
				<Shot posAngle="261" posRadius="22"/>
			</Configuration>
		</Weapon>
	</ItemType>
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
shanejfilomena
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Question to this linkfire: would the ship AI setting for FireRateAdj deal with the handling of a weapon like the one you speak of?
or would it only effect AI ships?

I know the Cruiser can fire twin rocket launchers but NOT at the same target if that target does not meet the second launcher's specs for position ( it will fly past firing it's closest weapon until it is in range points to use both )

And you did not exactly say if it was a playable cruiser or AI.........
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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digdug
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can you try with min 5 and max 175 for the right one and min 185 max 355 for the left one to be sure that they are not overlapping at any angle ?
If it doesn't work like that then there is a problem.
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

shaneJ: this was supposed to be a playership, so no FireRateAdj or secondary weapons at the moment :(
d1gdug: yeah, I tried that and it still doesn't work. (I ripped the minfire and maxfire from the Vanilla Aquila) I think that's because they both try to fire at the same target, so the left battery tries to fire at the target in the right and vice versa. :(
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
shanejfilomena
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ok i am putting it on my Cruiser since it is player controlled:
I will monkey around while I am waiting for you to sort out my latest error demand " Globals: Locals list expected: Obj ### "
( I would go into a long list of ships but I think it is not that detailed, it just wants a name,I THINK, but I am NOT a real Code Writer, I just Edit stuff left laying around the station and resell it to unsuspecting Pilgrims.)
This is NOT a 1.05 item : so your playing with the 1.06...naughty pilots.......making me arm up my ships for the Unknown.
++Failure to Replicate it with a Cruiser:I must have missed something : but testing one at a time the fire arc failed to go Omni or try to target hostile targets on the opposite side of the ship
Last edited by shanejfilomena on Sat Apr 09, 2016 10:49 am, edited 1 time in total.
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Ok, the zombie mod should be fixed since there was a problem found with WE4 that I believe is the culprit. Apparently the AI gets confused when its weapon range changes (such as when I install the zombie weapon), so I guess I'll have to wait until 1.07 before messing with zombies again.

I'm working on making retaliationfleets follow the player through the gate, but I'm wondering whether there are other options besides (shpOrder spaceObject 'follow).

Also, I just realized that I really, really need a better way to respawn stations. I did a little testing and realized that by gating out of a system, my whole respawning mechanic is ruined (my mechanic works when the player is in the system within the timeframe of the respawns though ). What I need is the ability to respawn a station in a system while the player isn't in the system. Is that doable? I don't think so, because I recall that I can't mess with systems that the player isn't in. In the current setup, what ends up happening is that the station gets respawned while the player is out of the system and the old station isn't destroyed.
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
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