Search found 673 matches
- Mon Jan 09, 2012 9:30 pm
- Forum: Shipyards
- Topic: [dockscreen request]
- Replies: 3
- Views: 2438
Re: [dockscreen request]
stCLMapper is just the station the data is stored on, it could be set to any station or ship type, and clChangeSystemOrder is just the unid of the screen I was using for testing from within the captain's log. I stripped out the dependencies and changed the variable and function names to make sense. ...
- Sat Jan 07, 2012 10:30 pm
- Forum: Shipyards
- Topic: [dockscreen request]
- Replies: 3
- Views: 2438
Re: [dockscreen request]
I have a screen that will let the user order a list of star system nodes (from the captain's log), it shouldn't be too hard to modify to do what you want. I'll see what I can do with it in the 30 minutes before the library closes. ok, here's a proof of concept: I thought there was a way to get an it...
- Fri Sep 23, 2011 9:14 pm
- Forum: Mod Announcements
- Topic: [New Mod] Abandoned Station Renamer
- Replies: 6
- Views: 4088
Re: [New Mod] Abandoned Station Renamer
You could use onGlobalPaneInit and scrAddAction to add the rename action it to any dockscreen whose source is a station, without overwriting any dockscreens.
- Sat Sep 10, 2011 3:37 pm
- Forum: Shipyards
- Topic: Armor HUD graphics question
- Replies: 2
- Views: 2035
Re: Armor HUD graphics question
Yes, anything black on the image is not drawn, though I believe you can change the color that is drawn transparent in the image tag.does the game treat black as being transparent?
The game does support 8 bit masks that allow transparency, png's no, but I have never used the former personally.
- Sat Sep 10, 2011 3:13 pm
- Forum: Shipyards
- Topic: [tool] Sprite Sheet Generator Current:0900 (64bit support!)
- Replies: 26
- Views: 40572
Re: [tool] Sprite Sheet Generator
If that's so, then isn't the process I outlined with gimp perfectly good, once the facings are generated? It will definitely work, I do something similar with all my ships as well. 1. assemble the images manually in gimp as they are rendered, using snap to grid. 2. copy the background by color, pas...
- Mon Aug 29, 2011 8:32 pm
- Forum: Shipyards
- Topic: OnFireWeapon Help
- Replies: 3
- Views: 2461
Re: OnFireWeapon Help
I think you can put configuration on the missile tag so a launcher can have different configurations for missiles, but i could be wrong. The problem I see is sysCreateWeaponFire only makes one projectile, repeating weapons or configurations would need to be simulated with multiple calls to sysCreate...
- Fri Aug 26, 2011 8:17 pm
- Forum: Beta Bug Reports
- Topic: Ship changing after Juan Carlos mission freezes game
- Replies: 20
- Views: 11555
Re: Ship changing after Juan Carlos mission freezes game
I am also getting this. 1. use UGW 2. find csc in system after Jiang's Star 3. take juan mission, have my fleet guard juan as he gates out 4. the mule is mysteriously flying much slower than it should with its enhanced titan 440 5. try to fly mule - crash 6. fly to previous system 7. try to fly mule...
- Thu Aug 25, 2011 7:42 pm
- Forum: Beginner's Luck
- Topic: How do I Beat the Dragon Slaver?
- Replies: 28
- Views: 14261
Re: How do I Beat the Dragon Slaver?
Strictly speaking the dual flenser might do more raw damage, but that is ignoring armor and shield resistances. blast plate (level 6 I believe, a little less than dragon armor) for example resists kinetic by 615%, and particle by only 65% (added onto the normal 100%). Your flensers would actually do...
- Fri Aug 19, 2011 9:34 pm
- Forum: Ideas & Suggestions
- Topic: George: question
- Replies: 6
- Views: 3538
Re: George: question
I think what Nikitos is asking for is a weapon that flies straight through anything you don't want it to hit, friendly stations, planets, asteroids, autons, etc, and then hit what you shot at, as if it was guiding itself around anything that's not the target on the vertical plane. I think something ...
- Fri Aug 19, 2011 2:12 am
- Forum: Shipyards
- Topic: Upgradeable Wingmen in 1.6a
- Replies: 6
- Views: 3865
Re: Upgradeable Wingmen in 1.6a
Dock with it, then select the "let me fly" option.
- Fri Aug 19, 2011 2:04 am
- Forum: Shipyards
- Topic: Upgradeable Wingmen in 1.6a
- Replies: 6
- Views: 3865
Re: Upgradeable Wingmen in 1.6a
I'll be able to dock with mules, battle autons and my wingmen, and fly them to a dock like my own ship That's right. As for how your ship behaves when you aren't flying it, that depends on your ship, but will probably be quite simplistic. sort of like the Playership Drones mod? sort of. I haven't a...
- Fri Aug 19, 2011 12:51 am
- Forum: Shipyards
- Topic: Upgradeable Wingmen in 1.6a
- Replies: 6
- Views: 3865
Re: Upgradeable Wingmen in 1.6a
That is because it's an autosentinel. if you want an auton that can be upgraded try the mule or 08u battle auton (found seperately on xelerus). The procedure you described sounds more like the outdated 2.x version. The v3 procedure is different and requires flying the auton/wingman to a station like...
- Wed Aug 03, 2011 9:44 pm
- Forum: The Drawing Board
- Topic: More powerful and more realistic Solar Panel Arrays
- Replies: 12
- Views: 7413
Re: More powerful and more realistic Solar Panel Arrays
the solar panel overlay acts kind of like an outer layer of armor That's because onDamage returns 0, no damage, when it should return aDamageHP. That way the charge rate drops as the ship moves away from the sun, and stops charging when it gets too far out You can do that with an overlay too, it ju...
- Wed Aug 03, 2011 5:24 pm
- Forum: The Drawing Board
- Topic: More powerful and more realistic Solar Panel Arrays
- Replies: 12
- Views: 7413
Re: More powerful and more realistic Solar Panel Arrays
I've made some progress and now everything works except the add mass to hamper maneuverability part. The link in the above post goes to the updated version.
- Wed Aug 03, 2011 4:26 pm
- Forum: Shipyards
- Topic: my overlay is not removing
- Replies: 5
- Views: 2757
Re: my overlay is not removing
Thanks, Alterecco. I got it to work by setting a variable/flag on the overlay instead of removing it. It removes itself next time the onDamage or onUpdate runs. There's a slight lag if it isn't shot immediately again but that's ok since no code is run in duplication except for the check. I added the...