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Topics - Snrasha

Pages: 1 [2]
16
Bug Reports & Support / Shield.getfacing?[Solved]
« on: January 06, 2016, 12:48:37 PM »
EDIT: Just fail radian/degree, because facing is a degree, script is an radian, sorry. You can delete this subject? Thank!


Except if i am very bad, but when you request facing of your shield, he is center of your shield no?(Facing is a angle)  

(Do not look projectile, just look yellow explosions)

Why so when i use this value with math, my explosion follow my RIGHT and LEFT arrow:
Spoiler
[close]



This is for a shield project. I need than explosions spawn only on shield, so i have arc of shield for calculate and facing of shield, but if facing is not functionnal... except if he link with facing of ship, but without javadoc, it is very hard for have correct value...  with a front shield, shield facing is equal with ship facing. But ship facing give same results ><

Positions exact for me for facing ship: But not for game. (Or just not for player ship.)
Spoiler
[close]

Spoiler
Each frame:
Quote
                   float pX = Shield.getLocation().getX();
                    float pY = Shield.getLocation().getY();
                    float range = Shield.getRadius();
                    float arc = Shield.getArc(); // no use
                    float facing = Shield.getFacing();  // My problem, he save my move mouse, not facing
                    float angleco = range * (float) Math.cos(facing) ;   // explosion normally always on head of my ship(because, we cannot turn this shield)
                    float anglesi = range * (float) Math.sin(facing) ;
                    Vector2f positio = new Vector2f(pX + angleco,pY + anglesi);
                    
                    engine.spawnExplosion(positio, ZERO, Color.yellow, 100, 0.5f);
                    interval.advance(amount);
                    if (interval.intervalElapsed()) {
                        
                        for(int i = 1; i <= 3; i++){

                            float facingproj = Shield.getFacing();
                            float anglecos = range * (float) Math.cos(i*45) ;
                            float anglesin = range * (float) Math.sin(i*45) ;
                            Vector2f position = new Vector2f(pX + anglecos,pY + anglesin);
                            
                            engine.spawnExplosion(position, ZERO, Color.red, 100, 0.5f);  // random position if i move my mouse(my shield do not turn)
                            engine.spawnProjectile(shipshield, null,"Noir_mortir",position,facingproj, null); // This facingproj is good, he do not follow my mouse, what???
                        }
                            
                    }
[close]


My first question: Why ship/shield facing is linked with right/left arrow, it is not face of ship or shield, normally?
My second question: How i can have facing of a shield(for calculate positions)?


Thank!

EDIT: Getfacing give good "facing" for my projectile, but not for others, what the... why my projectile have always facing 90? (when i do not move MY MOUSE) and my explosions NAWAK EXCEPT 90?. Why link mouse with facing ship? ><

17
Suggestions / Create a new type of missiles!
« on: January 03, 2016, 07:42:04 AM »
Create a missile type : "MINE"
With exemple:
"behaviorSpec":{"behavior":"MINE",
                                      "Firstflameout":0,
                                      "DetectRange": 200,
                                      "flight time after detect": 5,
                                      "missiletype":MISSILE,
                                      ...
               }
Gif of a experimental mine:  (Too small mine for see correctly, but if you look better, you can see)(If a ship ennemi is above 200 range, activate engine mine. And Boum. Here energy mine 1600 dmg)
Spoiler
   

[close]
For poor Timid AI ship.....
Same mine but, where i play:
Spoiler

[close]


Other exemple with a Mine turret (This is not a ship like Titan missile of Interstellar imperium):
Spoiler

[close]

18
Discussions / Happy new years!
« on: December 31, 2015, 02:19:24 PM »
Happy new years guys!   23:18  31/12/2015 for me,  but 40 minutes in advance.

19
Mods / [0.7.2a] Extra salvage/boarding v1.43 (Two versions)
« on: December 23, 2015, 12:40:04 PM »
This mod do not go update, because 0.8 fix the problem of salvage.






Download 1.43 for SS+
[Version for SS+ => he can be put in current save (and removed, but always dangerous).]

Download 1.43 for no SS+
[Version for no SS+ => he can be put in current save but not removed.]

This mod can break fun to play.




Description:

Quote
This miscellany mod give more salvage and chance have to boarding ship if you are friend with a pirate faction. (Give a less bonus if you are not friend with pirate faction)
Do not require LazyLib or shaderlib (Just require game) and 26Ko

If you play with SS+, SS+ have others bonus in extra salvage. (More salvage if defeat fleet is templar, or others and 100% chance have a boarding with special boss ship.)

Effect:
Quote
Spoiler
X is your numbers of points in your best relation with pirate faction. (And, you require 15+ in relation for have bonus)

-Value for salvage is (100 + X/2)% extra salvage.
Else, just a 25% extra salvage if you have not pirate friend. You want a curly?

-Value for extra chance for have a boarding is (10 + X/4)%+ 1% per level in combat aptitude. (Not chance for success boarding)
Else,  extra chance for have a boarding 1% per level in Leadership aptitude  if you have not pirate friend. You are sure, you wannot a curly?

[per level in aptitude is not write in game, because, can create useless incompatibility with SS+ and nexerelin]


[Options who can be disabled]-A ship disabled in this list in fleet ennemi have 100% chance boarding. If you have many ships in fleet ennemi, you have a first ship calculated per your computer: This effect is general for all players, not for only pirate. I add to the request
Spoiler
Quote

       /// SPECIAL SS+ ///
        "ii_boss_praetorian"
        "ii_boss_olympus"
        "ii_boss_dominus"
        "msp_boss_potniaBis"
        "ms_boss_charybdis"
        "ms_boss_mimir"
        "tem_boss_paladin"
        "tem_boss_archbishop"
        "syndicate_asp_boss_copperhead"
        "junk_pirates_boss_dugong"
        "ssp_boss_phaeton"
        "ssp_boss_hammerhead"
        "ssp_boss_sunder"
        "ssp_boss_tarsus"
        "ssp_boss_medusa"
        "ssp_boss_falcon"
        "ssp_boss_hyperion"
        "ssp_boss_paragon"
        "ssp_boss_mule"
        "ssp_boss_aurora"
        "ssp_boss_odyssey"
        "ssp_boss_atlas"
        "ssp_boss_afflictor"
        "ssp_boss_brawler"
        "ssp_boss_cerberus"
        "ssp_boss_conquest"
        "ssp_boss_dominator"
        "ssp_boss_doom"
        "ssp_boss_euryale"
        "ssp_boss_heron"
        "ssp_boss_hound"
        "ssp_boss_lasher_b"
        "ssp_boss_lasher_r"
        "ssp_boss_onslaught"
        "ssp_boss_shade"
        "ssp_boss_stheno"
        "ssp_boss_tempest"
        "ssp_boss_eagle"
        "ssp_boss_beholder"
        "ssp_boss_dominator_luddic_path"
        "ssp_boss_onslaught_luddic_path"
        "ssp_boss_astral"
        "ssp_boss_wasp_wing"
        "tiandong_boss_wuzhang"
        "pack_bulldog_bullseye"
        "pack_pitbull_bullseye"
        "pack_komondor_bullseye"
        "pack_schnauzer_bullseye"
        "diableavionics_IBBgulf"
         ///Artefact mod///
         "Noir_Ame"
        ///Looters mod///
         "Lt_Bernouilli"
        ///Vanilla game///
        All capital ship of vanilla. (Atlas also!)
        ///////////////////
        
[close]
[close]

Compatibility:
Quote
-Compatible with SS+
- Compatible with Nexerelin
- Compatible with all mod factions.
- Have version checker. (can be forgot, so sorry)
- Compatible with others utility mods
- Can be no compatible with mod who are no compatible with SS+.(But, not to my knowledge)
- THIS MOD CANNOT BE REMOVED FOR YOUR SAVE [ This is wrong for SS+]
- Maybe not compatible with total conversion.

Extra bonus for this pirates:  
I add to the request
Spoiler
Quote
Vanilla factions:
-Pirates
-Luddic path

Modded factions:
-Radical ORI
-exipirated
-Junk Pirates
-Oculian Berserks  
-Protonian Technologies
-Looters
-The cartels
-New Terran Dawn
-Hammer of Light
-Anti_Fleaden

*: Faction do not exist for the moment but already put
**:Not implemented in this version, i update version if you want play a faction not implemented, so say, thank. (Or, if i have 2+ factions)
[close]

Credits:
Quote
- Dark.Revenant for help me for build a utility mod. (And compatibility with SS+)
- Firkounet for script.(He did know not Starsector before meet me *w*)
- Snrasha: For research in library , tester and be creator of this mod!
- Thank Histidine and Exerelin for research in pirate faction, ah ah.
- LazyWizard for listen to my cry.(I hate me)







Changelog:

Code
Version 1.43:
-Upgrade for SS+ 3.4
- i have not follow SS+ for new chance capture of IBB ship, maybe after, my script is not very good because  you can capture just only first IBB ship (0% capture all others ship, if you have a IBB ship, so, if you have more than 1 IBB ship, you can just have first.)

Version 1.42:
-Downgrade Java 8 =>  Java 7 => Compatibility with 0.7.2a
-Small fix.
-Can contains errors.

Version 1.4:
-Compatible with SS+.
-Add two options for "cheat"

Version 1.3:
-Add options.

Version 1.2:
- All factions,  boss ship in a external file, very more easy for edit after.
- Like SS+, the mod add now also for no-SS+, for the moment, only boss of my Looters and Artefact mod.
-Because, i have not say, shadow industry and templar, if defeated, give extra ressources. (This is a SS+ effect than i have included in my mod(for compatibility, also, but no just for that))

Version 1.1a:
-Because problem, file have more weight.

Version 1.1(2):
-Clean file.

Version 1.1:
-For less work, my basic script contains also script(salvage/i have not take boarding) of SS+. (Because, this is universal script!(listen just after))
-So, kill templar without SS+: 3x salvage and 0 credits. (SS+)    and, if you are pirate, you have so 5x salvage(150%+100%, not 150%*100%)
-Destroy templar or shadow industry give special ressources (SS+)
Version 1.1betab:
-A bug and more! (Ah ah ah)

Version 1.1beta:
-Compatibility with SS+
-Utility mod => Miscellany mod.

Version 1.0c:
-Add others pirates factions (No, i have not permission, but why i need for this thing who need compatibility with all pirates faction? '.')
-Delete previous add, because, same if you are a semi-pirate who have good relation with a non faction pirate, you are a pirate.

Version 1.0b:
-Delete faction The Mayorate as pirate.
-Add a more high requirement if you are "semi-pirate" as Luddic path.

Version 1.0a:
-Change chance for have a boarding for pirate because. (You have not less, this is a upgrade):  
          - 25% => 10% in bonus
          - it is now: extra chance, so more chance have a boarding.(Or not)

Version 1.0:
-Clean mod , 2.5 Mo => 13 Ko
-Add all pirate factions.

Bug:
- Crash? This bug?
Spoiler
62988 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Look this answer who solve your problem: (Thank DinoZavarski)
Spoiler
Quote
Unfortunately i may be of little help with this. For me upgrading java to 8.1 was what solved the problem.

My only guess is that the way java updater service in Windows worked before (not using Windows so not shure if current versions are same) previous versions were not deleted on upgrade. With this may be possible that actually outdated version is used on his PC.

He may try to download .zip version of JRE and unpack it in SS folder (or copy the installed 8.1 there), then edit the .bat to use it instead of the system Java
[close]

Reason why i have created this mod:
-When you are pirate , you cannot have a easy trade currently(in version 0.7.1a) and you cannot also bounty(with a few pirates factions), so you cannot win money....

Screenshoots of compatibility without SS+: same fleet ennemi
Spoiler
If you have a max relation with a pirate faction:

If hostile with all pirate faction(or neutral):  

[close]

Screenshoots of compatibility with SS+: Same fleet ennemi:
Spoiler
One ship retreated  and i have full max relation with a pirate faction:

0 ship retreated and i am full neutral with all pirate:

We can look this very big random, ah ah.
[close]

20
Suggestions / Idea: Find a slave modder for update Wikisector!
« on: December 09, 2015, 11:38:40 AM »
Hey, why Wikisector have so many too old pages on the modding?

So, i have begin with one/two pages, but with my bad languages and obscures points.

Example: In ship_data.csv
8/6/5/4%

Old wiki say: Unused. But, now, i see always a value in. So what is this?

And, also, for finish, if a good modder can update modder section Wiki, i thank him!(Roh, so different in french, this sentence...)

Old page wiki need update:
Ship_data.csv ( Obscur points)
namefaction.faction( i can, i think)  >>> This tutorial is too old for 0.7.(Hum, just text in (code)(/code) )
Others.

And, wiki need :
Creating a custom planet
Create a weapon ( Yes, i have copy/paste and edit a weapon but, dysfonctionnal.... reason why i want a update)
Others.


Thank you for your help!
(Sorry if this subject is in bad section. For me , this is suggestion for wiki, but not for game.)


21
Modding / Where are really fleet points in my ship_data.csw?
« on: December 05, 2015, 01:21:59 PM »
name,id,designation,system id,fleet pts,hitpoints,armor rating,max flux,8/6/5/4%,flux dissipation,ordnance points,max speed,acceleration,deceleration,max turn rate,turn acceleration,mass,shield type,defense id,shield arc,shield upkeep,shield efficiency,phase cost,phase upkeep,min crew,max crew,cargo,fuel,fuel/ly,range,max burn,base value,cr %/day,CR to deploy,peak CR sec,CR loss/sec,supplies/rec,supplies/mo,hints,number

In this list for example:
Lt_Matrice,Lt_Matrice,Capitalship,maneuveringjets,28,40000,2550,12500,10000,400,268,100,30,20,4,4,3250,NONE,,,,,,,200,950,800,600,10,33,8,150000,10,5,760,0,
40,10,,3654


My fleet points is supply/rec, so when i have a ship with 5 fleets points and 0 supply/rec, i need for enjoy my ship in battle just 0 points...

Very...[censured french word ] with my Capitalship, for example.

Normally, my ship have 5 fleets points and 1 supply/rec( for test, because, when i have see my medium carrier who use 30 supplies per day for repair and regen CR....)


Please, help me '.'


Or, this is bugged only for me...


PS:  Reason: My mod have only ship with no shield, i see so big price for repair, so...

22
Mods / [0.9.1a][Discontinued] Artefact
« on: December 01, 2015, 02:22:23 PM »
DrakonST has made all sprites of Artefact
Portrait of the mod come of Portrait's pack

Story of these two factions:
Spoiler
Quote
In a far, far away solar system in which war never stops between numerous factions, resides a race hidden in a thick nebula. Cut off from the outside world until recently, the people in these worlds are devoid of sunlight, and thunderclouds constantly bombard their world with intense vigor. This people cut off from the world until recently, for an undetermined amount of time, these people started off as a group of scientists venerating a religion around science. The scientists built a self-sufficient base so as not to be disturbed. People speculate that the reasons they communicate to the outside world was very much shaped by the current situation of the sector. The first reason was to spread their religion using every method possible, even the most possible heinous ones. The second is to replenish the raw materials that have been dwindling in their area. It is from these two reasons two highly advanced factions were born, both lead by the same council.

The Looters, commanded by a single chief, took the role of pirates recovering raw materials and not hesitating to commit atrocities.
The Noir, led directly by the council, were busy spreading their religion-based science. They are also lab caretakers and give all non-usable technologies to the other division.

These two factions are vastly different in purpose, but share the same technology.
[close]

Require:
LazyLib,GraphicsLib,MagicLib
Download the mod here 1.9.1f
Discontinued
Compatibility:
Quote
-Version checker compatible, use him if you can.
-Nexerelin.

Looters:

Spoiler

Descriptions:

Quote
Creator:
-Snrasha: He have made nothing except the idea?
-DrakonST: He have made all sprite of weapons and ships.
-Community: For have helped.
Faction on campaign:
-Pirates factions, scavenger can have their ships.
-Looters faction is neutral with you, so normally, you do not go have problem.

Looters's ships:
Overlay of ships:
Spoiler

[close]
Main Looters faction in-game:
Spoiler
[close]
Some in-game gameplay gif:
Spoiler



[close]
Credits:
Quote
Credits in the mod because very too long.
Thank community of Starsector for help me.
[close]
Noir:

Spoiler
Descriptions:
Quote
Creator:
-Snrasha: He have made nothing except the idea?
-DrakonST: He have made all sprite of weapons and ships.
-Community: For have helped.

Noir's Ships:
Spoiler

[close]
Credits:
Quote
Thank to Orost for hullmod repair armor:hullmod here
Thank modders for critic my design.
Others in the credits in mod.
[close]




Pages: 1 [2]