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Messages - Harpuea

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Modding / Re: [0.9.1a] Paintjob ver 001: Swapping skins in-game.
« on: November 22, 2020, 12:58:50 AM »
So it can be use for other modder as framework to make paintjob too?

Hippity hoppity, the things on the internet are now your property. Uh, I don't really care about the legal stuff. Take it all.

Modding / [0.9.1a] Paintjob ver 001: Swapping skins in-game.
« on: November 21, 2020, 04:20:01 PM »
A relatively easier and less intrusive way to switch out skins mid game using a hullmod. You still need to edit the settings.json and paintable_ships.csv files located in paintjob/data/config. Examples with Dominator and Onslaught is provided.

Known Issues:
-Each Hull ID also needs a _default_D version to prevent a crash.
-Does not changes the sprites in Campaign View and some menus.
-Sprites need to be in 24bit png file, otherwise will shows up as invisible.

Future Plans:
-Indexing through multiple skins.
-Custom Hullmod icon.
-Unifying all needed changes in a single file.

Custom Skins Are Not Included

Modding / Re: [0.9.1a] Extra System Reloaded v.0.5.1
« on: November 19, 2020, 07:12:22 AM »
Still getting NPE error at the start of the game with AI upgrade on. Takes a couple of in game days for NPE. Version 0.5.1 with AI upgrade on. The game works fine if I turn AI upgrade off.

342192 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
at Source)
at<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.String.<init>(Unknown Source)
at com.fs.starfarer.ui.P.super(Unknown Source)
at com.fs.starfarer.campaign.ui.oOOo.addIconFor(Unknown Source)
at com.fs.starfarer.campaign.ui.oOOo.<init>(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$9.public.float(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$9.beforeShown(Unknown Source)
at com.fs.starfarer.campaign.C.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)

@Harpuea: I'm not sure I understand the question. Why couldn't you iterate over the ships nearby and find a carrier that way?

I can get the location of the center of the carrier, but not the hangar bay. The shuttle lands in the middle of the carrier if I just get carrier location. So I have to iterate a fighter that is present to get the exact hangar bay location. Don't how to get the hangar bay location directly from the carrier. Thank you for the quick reply.

I am trying to make a shuttle land in the hangar bay, but I have to reference a fighter craft nearby. There may be a problem if there are no fighters nearby. How do I get a ship with carrier bay landing location directly if only the carrier is present?

    	    for (ShipAPI fighterAI : CombatUtils.getShipsWithinRange(ship.getLocation(), 4000.0F)) { //Check for fighters nearby to use their landing bay.
          if (fighterAI.getOwner() != fighterAI.getOwner() || !fighterAI.isFighter() || !fighterAI.getWing().getSourceShip().isAlive()) {
          if (fighterAI.getOwner() == ship.getOwner()) {
                if (ship == playerShip) //If it is the player, display the text.
                Global.getCombatEngine().maintainStatusForPlayerShip("SystemAlert", "graphics/ui/icons/icon_retreat2.png","RALLY POINT",
                                fighterAI.getWing().getSourceShip().getName() ,false);
        if (fighterAI != null) {
        fightersource = fighterAI;
        carrier = fighterAI.getWing().getSourceShip();
        target = carrier;
            targetOffset = StolenUtils.toRelative(carrier, fighterAI.getWing().getSource().getLandingLocation(fighterAI));

Mods / Re: [0.9.1a] ArmaA Robotics 1.1.3
« on: November 13, 2020, 03:03:50 AM »
Wow. Very nice! It seems that auto pilot is not working if you set hullsize to fighter. I am working on something similar and I ran into the problem of losing auto pilot as well. For me the soft breaks mentioned by MesoTronik is more playable right now. Especially if you want to have multiple fake fighters in the fleet, they need auto pilot. Oh well.

How did you get the Einhander bits to be selectable on the ship refit screen? That's really cool, I'll take a look. Thanks for the mod.

Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: March 20, 2020, 11:49:00 PM »
The DERP point defense launcher effects doesn't expire. Wouldn't that cause a problem in long fights when you shoot out a gazillion of them?

[attachment deleted by admin]

@Harpuea: hmm, I just tried "ship.setSprite("newGame", "mixed");" and that worked, so I'm not sure. This kind of sounds like the sprite you're using doesn't exist (i.e. a typo in the path?) or is not a 24-bit png or is corrupted in some way etc.

It was an issue with color mode. Thank you very much.

[attachment deleted by admin]

How exactly does setSprite() work? Any one know? I tried messing around a hullmod and the ship always turn transparent.


package data.hullmods;

import java.util.HashMap;
import java.util.Map;

import com.fs.starfarer.api.combat.BaseHullMod;
import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.ShipAPI.HullSize;
import com.fs.starfarer.api.combat.CollisionClass;

public class Paintjob extends BaseHullMod {

    private float CenterX = 0f;
private float CenterY = 0f;

    public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
    public String getDescriptionParam(int index, HullSize hullSize) {
        return null;
    public void applyEffectsAfterShipCreation(ShipAPI ship, String id) {
    CenterX  = ship.getSpriteAPI().getCenterX();
    CenterY   = ship.getSpriteAPI().getCenterY();
    ship.setSprite("paintjobs", "diableavionics_vapor"); //need settings.sjon file
    public boolean isApplicableToShip(ShipAPI ship)
return ( ship.getHullSpec().getHullId().startsWith("diableavionics_vapor"));

[attachment deleted by admin]

Is there a way to change the sprite of a ship without having to make duplicated Hulls, variant, and CSVs files? I just want to repaint a ship so all the ships in the fleet match colors. I messed around in Eclipse and found Ship.setSprite API, but it seems that will be complicated to write UI in game in order to work for all ships.

For now, I'll try the hullmod approach. But that is rather specific to a ship and isn't a broad stroke approach in order to paint ALL ships.

Thanks for the hardwork, I always needed these.

Mods / Re: [0.9.1a] ApproLight v0.8.0-RC1 (2019-12-3)
« on: December 05, 2019, 10:44:12 PM »
Updated?! Nice!

Mods / Re: [0.9.1a] Commissioned Crews 1.1
« on: September 21, 2019, 08:14:08 PM »
Wow, nice work. Will download and try going to play with and see how it goes.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« on: September 09, 2019, 02:40:08 AM »
The Baikal Universal Cruiser's description mentions that it has a Salvage Gantry. In DME 1.0a, it doesn't have the Salvage Gantry anymore. Is that intended?

Mods / Re: [0.9.1a] Nexerelin v0.9.4b "Mambo No. 9" (update 2019-09-07)
« on: September 07, 2019, 07:54:43 AM »
* Players can build automated outposts around asteroids and uninhabited planets, with 'waystation-lite' functionality
* Heavy Armaments can be used in player invasions

Wow, cool. I really like the little features like that. Can you expand the outposts function and let the player eventually grow the outpost to an inhabited station? More interaction with commodities is always nice, they are always just Credits in another form. I wish the crew could also eat the cheap food in the cargo hold to reduce the cost of them munching on expensive Supplies.

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