Search found 81 matches

by Shivan Hunter
Wed Oct 24, 2012 2:40 am
Forum: Shipyards
Topic: Idea: a method to partially overwrite an existing entity
Replies: 5
Views: 2754

Re: Idea: a method to partially overwrite an existing entity

brb gonna try it out. Can something inherit from itself? 'Cause that's what I'd have to do... this has to overwrite its base item. [EDIT] Yeah Trans throws an error. Which makes sense 'cause an item inheriting from itself would be infinite recursion. I think the only other possible option would be g...
by Shivan Hunter
Tue Oct 23, 2012 7:46 pm
Forum: MOTM archives
Topic: MoTM - September 2012
Replies: 25
Views: 31028

Re: MoTM - September 2012

go Salvagers go
by Shivan Hunter
Tue Oct 23, 2012 7:22 pm
Forum: Shipyards
Topic: How would I set data in an <Image> tag from a script?
Replies: 2
Views: 1502

How would I set data in an <Image> tag from a script?

The <Image> tag in an item type, specifically a weapon, not an <Image> resource. I need to change the image UNID it points to and its coords (startX and startY). width and height will not change.
by Shivan Hunter
Tue Oct 23, 2012 6:11 pm
Forum: Shipyards
Topic: Idea: a method to partially overwrite an existing entity
Replies: 5
Views: 2754

Re: Idea: a method to partially overwrite an existing entity

I'm not looking for something that requires scripting (I'm sure it is doable with scripting, and I might just try it for my graphics mod); I think it would be far simpler to allow this type of modification purely in XML as another option.
by Shivan Hunter
Tue Oct 23, 2012 5:10 pm
Forum: Shipyards
Topic: Idea: a method to partially overwrite an existing entity
Replies: 5
Views: 2754

Idea: a method to partially overwrite an existing entity

I have an idea that seems like it would be simple to implement, and would add a lot of functionality to XML definitions. A flag in a definition, let's call it overwrite="True", would mean that the definition is supposed to overwrite another one, and doesn't need to specify anything other than what i...
by Shivan Hunter
Mon Oct 22, 2012 11:04 pm
Forum: Shipyards
Topic: Two script problems
Replies: 8
Views: 3417

Re: Two script problems

Registered. I just need the last section of code changed from <Events> <OnDestroy> (block Nil (plyMessage gPlayer "You haven't seen the last of me!!!! BOOM!") (sysAddObjTimerEvent 100 gSource "Kaboom") ) </OnDestroy> <Kaboom> (sysCreateEffect &vtPlasmaExplosion2; gSource (objGetPos gSource)) </Kaboo...
by Shivan Hunter
Sun Oct 21, 2012 7:20 pm
Forum: Shipyards
Topic: Two script problems
Replies: 8
Views: 3417

Re: Two script problems

Figured it out. The very bottom of This page , about timers, is wrong and sysCreateEffect can not create explosions. An explosion is a virtual item defined by <ItemType>, whereas an effect (such as &efGemOfSacrifice;, the only thing used with sysCreateEffect) is defined by <Effect>. This needs to be...
by Shivan Hunter
Sun Oct 21, 2012 7:05 pm
Forum: Shipyards
Topic: Two script problems
Replies: 8
Views: 3417

Re: Two script problems

OK, I just made a test thingy using a Trans effect, where it overrides a Trans station (the Centauri Warlords camp). Still gives an error. Can someone install this and destroy that Centauri camp near Starton Eridani and see if it happens for you too? And if so, is this a bug, or am I doing something...
by Shivan Hunter
Sun Oct 21, 2012 4:30 pm
Forum: Shipyards
Topic: Two script problems
Replies: 8
Views: 3417

Re: Two script problems

sysCreateEffect is still throwing an error after I defined the explosion in my script.
by Shivan Hunter
Sun Oct 21, 2012 7:31 am
Forum: Shipyards
Topic: Two script problems
Replies: 8
Views: 3417

Two script problems

I do not define &vtThermoExplosion1; in any XML referenced by my adventure extension (it's part of vanilla Trans). If I set explosionType= "&vtThermoExplosion1;" on a station in my extension, it has the thermo explosion. (sysCreateEffect &vtThermoExplosion1; gSource (objGetPos gSource)) throws an er...
by Shivan Hunter
Fri Oct 19, 2012 11:42 pm
Forum: Shipyards
Topic: why is shpOrder not working?
Replies: 2
Views: 1579

Re: why is shpOrder not working?

RPC and I got this worked out on IRC. I wasn't cancelling the existing orders (or using shpOrderImmediate to insert the new orders at the top of the stack), so the ships never stopped doing what they were doing to begin with.
by Shivan Hunter
Fri Oct 19, 2012 10:06 pm
Forum: Shipyards
Topic: why is shpOrder not working?
Replies: 2
Views: 1579

why is shpOrder not working?

OK, what I want to do is have a ring of ships patrolling 300 lightseconds away from a star, who attack any ship coming within 350 lightseconds of the star. I do this by putting a <Ships> section on the star which spawns the ships (they're spawned at the star's location and have to fly out to the 300...
by Shivan Hunter
Thu Oct 18, 2012 9:46 pm
Forum: Commonwealth
Topic: Transcendence Experience Test
Replies: 69
Views: 38050

Re: Transcendence Experience Test

Noob here! 1: B - I've been there using a debug godmod, but in a real game I've never even got to PJ :P 2: C - I have a few favorite configurations, usually a howitzer and lancer past St. K's, and a star cannon once it's feasible. Never had to progress past that point. 3: A. 4: A. Obviously I know a...
by Shivan Hunter
Thu Oct 18, 2012 9:09 pm
Forum: Shipyards
Topic: 8bit-masked stars have problems with the glow color thingy
Replies: 4
Views: 2761

Re: 8bit-masked stars have problems with the glow color thin

Eh. OK, my laptop's color apparently sucks ten times more than I thought it did. The first image looked fine, only there was a bit of a border on the edge of the star. So I guess the problem is, stars don't play well with 8bit masks at all... (oh, I'm pretty sure the dots on the SRS are background s...
by Shivan Hunter
Thu Oct 18, 2012 6:31 pm
Forum: Shipyards
Topic: 8bit-masked stars have problems with the glow color thingy
Replies: 4
Views: 2761

8bit-masked stars have problems with the glow color thingy

I wanted to try and use a cool-looking UV image of the sun as a Trans star. If I set its spaceColor to "0x00, 0x00, 0x00", it looks normal (ignore the glowy asteroids, those are a project of mine): http://i.imgur.com/1vHgv.png BUT, If I set the spaceColor to anything else, it starts screwing up the ...