digdug wrote:I would like mp3 support functions (sndPlay and sndStop)
and access to the bottom layer of the star parallax system to put images there of distand faded galaxies and nice backgrounds...
Yea and that... We discussed this didn't we?
digdug wrote:I would like mp3 support functions (sndPlay and sndStop)
and access to the bottom layer of the star parallax system to put images there of distand faded galaxies and nice backgrounds...
1) you mean they attack freighters and all? Yeah!Ttech wrote:Sure its already been said but make the Charon like true Pirates.
And perhaps thought slightly pointless, pick your sides
And lastly in game ship change.
The <OnDamage> event is there for ships as of 0.99b (it is used for Arco's AI logic).Betelgeuse wrote:I think you already know this one but just to put it here I would like <OnDamage> for ships.
That would allow for
custom damage systems
custom enhancement systems
dynamic weapons armor and shields
and a small change would be to be able to tell what item did the firing (but that could be gotten around by using aDamageHP as an ID)
yes that would be easier to do (for me) I was just thinking what that was already done for other things. That would also allow for dynamic weapons while keeping the original weapons in there.george moromisato wrote:The <OnDamage> event is there for ships as of 0.99b (it is used for Arco's AI logic).Betelgeuse wrote:I think you already know this one but just to put it here I would like <OnDamage> for ships.
That would allow for
custom damage systems
custom enhancement systems
dynamic weapons armor and shields
and a small change would be to be able to tell what item did the firing (but that could be gotten around by using aDamageHP as an ID)
Unfortunately, I don't think it will help you for custom damage systems (since you would have to override all ships).
What you really want is some kind of event on a Weapon that gets called when a shot from that weapon hits a target.
I don't have plans right now; and there are some subtle difficulties in creating such an event.Betelgeuse wrote:not to bug you about this George but do you have plans on making a event for weapons like that?
If not we could start making a mod using the onDamage for ships and stations.
I believe this is it:we had a thread on this awhile back but I can't find it
I think this is a great idea, though it will require more than just <OnDamage> for items. In particular, there is no way today for weapons to dynamically change their damage type. We would also need an event on a weapon that controls the firing of a projectile (essentially, <Invoke> for a weapon).Betelgeuse wrote:me and oddbob wanted to make a mod that changed the damage system to have more than one damage type per weapon./quote]
I think this would be hard to do without essentially re-implementing lots of the core damage code. I don't think this could be done with a simple event. There are many places in the damage routine that process the damage and hand-off the damage to different events (which expect a single damage type).
Betelgeuse wrote:another thing I would like to do is make an weapon that changed its damage type as it got resisted