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Messages - lethargie

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31
I have a beam weapon spawning an explosion with engine.spawnDamagingExplosion. I would like this explosion damage to be scaled with the captain's skills.
can I use engine.applyDamageModifiersToSpawnedProjectileWithNullWeapon(..) after spawning the explosion? And if yes, how do I get the proper damageAPi from the explosion.

if that doesn't work, how do I get all modifier that apply on a damage type if I want to scale the damage before calling spawnDamagingExplosion.

32
im trying to spawn a muzzle flash on a weapon from another weapon.

engine.spawnMuzzleFlashOrSmoke(weapon.getShip(),
                    weapon.getSlot(),
                    muzzleSource2,
                    counter,
                    weapAngle + currentAngle);

where weapon is the weapon calling advance on a everyframeeffect and muzzlesource2 is the weaponSpecApi of another weapon that has the same turret/barrel offset. On a hardpoint the flash seems to line up properly, but turreted has the muzzle flash with a strong offset from the actual position. Why?

Hmm - probably because the slot type of weapon and muzzleSourc2 doesn't match up? Hardpoints and turrets have different fire offsets.


muzzlesource2 is a weaponSpecApi. I cant specify if its hardpoint or turret. Weapon.getSlot() gets me the slot of the weapon im currently in the everyFrameEffect. MuzzleFlash2 is the spec of a weapon I got from global.getsettings. It,s a copy of the spec of weapon, except it has muzzle flash definition. The goal is to spawn a muzzle flash for a beam weapon.

What the problem look ingame is the flash always come out of the position of the unrotated turret barrel

33
Mods / Re: [0.95a] Vanidad y Affliction Operation
« on: April 30, 2021, 02:51:26 PM »
i do not think it will break nerexelin. But I honestly cannot guarantee anything. Integration will come, this is very early release where I see if everything work and I start getting feedback on the non balance I have done

34
Mods / [0.96] Vanidad y Affliction Operation 1.2.2 (Nice look!)
« on: April 30, 2021, 12:36:56 PM »
Vanidad y Affliction Operation
v1.2.2
DOWNLOAD

REQUIRES LAZYLIB Here
REQUIRES MAGICLIB Here

Integrated with Nexerelin (no random sector yet)
Integrated with commisioned crew hullmod
Can use GraphicLib shader Here
]

At some point before the Collapse, the Citlali system was colonized by an upstart faction known as the Vanidad y Afliction Operation. The pre-Collapse VAO created Debajo Del Sol, a large station orbiting the frozen world of Krystos, as a base from which they could mine the valuable resources on the planet using highly advanced, proprietary technology. Unfortunately, the Operation's lack of self-sufficiency led to its downfall after the collapse as food ran out on the station and the population retreated to the mining outpost on Krystos.

During the Second AI War, a disgruntled Hegemony officer named Alejandro Valdovinos discovered the dormant space station around Krystos. The pre-Collapse VAO's decivilized survivors were discovered on the planet below, eking out a harsh living on the frozen world alongside the massive, churning machinery placed there before the Gate shutdown. Sensing a chance for personal advancement, he reactivated the station and forced the natives of Krystos to restart the station's dormant nanoforge. He then directed the scientists and engineers of his fleet to begin tech-mining Krystos and Debajo Del Sol to retrieve all of the former Operation's blueprints and scientific advancements. Proclaiming the start of the new Vanidad y Afliction Operation, Valdovinos began to mass-manufacture the tech-mined VAO designs, rapidly increasing his power base. Despite his new faction's reliance on imports of fuel and other provisions, the power of its rediscovered warships has forced the Hegemony to grant the VAO a measure of independence. So long as Valdovinos does not act against the interests of his former employer, VAO has the privilege to do as it wishes with Citlali's natural and human resources.

Time has passed since the early days of the new Vanidad y Afliction Operation, however. While the elite, living in the restored Debajo Del Sol station, are content with their affiliation to the Hegemony, the natives, still mostly living underground in the life support domes of Krystos, have begun to desire independence from their foreign overlords. The dream of establishing themselves on a more pleasant planet and the desire to reclaim their technological birthright within the data vaults of Debajo Del Sol have led several native groups to defy the new VAO and its Hegemony backers.

This faction mod currently only add the Vanidad y Affliction Operation, a small isolated faction possessing the remains of a gigantic research station.
This includes:
-An entire line of unique ships.
-6 weapons and 2 fighters with unique scripts
-A new star system
-Orange chainsaws!



Big thanks to Himemiko for the GraphicLib integration



Ships
Spoiler

Forrajeador Class combat freigther
The lonely spacer best friend.


Cazador Class hunter frigate
Extremely mobile, its system slow it down but improve its firepower dramatically.


Pazjoya Class frigate
Sturdy little frigate to cover slower ship.


Halcon class destroyer
Fast with decent firepower.


Ionizador Class destroyer
Turn your enemies to plasma with a special stabilizer system that allow you to extend your range.


Almadena Class heavy cruiser
Large forward firepower and access to decent side coverage. A good all rounder for the VAO's fleet.


Fisgon Class freighter
Normal freighter with a bit more defense then usual


Nave Explorar Class escort cruiser
Good coverage and a very efficient unique weapon to clear fighters and missiles.


Invasor Class combat carrier
Bring support wherever you go. A standard carrier.


Cargador Class phase cruiser
Aggressive ship with a disabling system. Very rewarding to fly, a nice eye candy and 100% vulnerable to being flanked. Remember to treat the spiral nicely



Comandante Class capital battleship
Large ship to bring firepower to your fight. Slow with limited coverage, but it has a temporal shell system to get it out of sticky situations.
[close]



Weapons
Spoiler

Heavy Estarayo, Estarayo and light Estarayo
Suppression long range weapon. Energy beam with an explosive tip. Explosion size diminish if you hit something too close. Carefull with the friendly fire!



Heavy Laere, Laere and light Laere
General pulse weapon.

[close]



Fighters
Spoiler


Lenador
Repurposed mining device to dismantle your enemies


Abogado
clear the skies

[close]


Changelog
Spoiler
v1.2.2
Added support for GraphicLib Shaders

v1.2.1
Updated to the new game version
fixed some quest dialog
v1.2
Updated to the new game version the Cargador phase cruiser
Put a new Sprite on the Halcon

Balance:
Cargador system has overall higher cooldown and phase disabled period
Estarayo's do more damage and have smaller minimal range
Laere are a tiny bit more efficient

fix:
ludicruous duration on a quest.

v1.1.6a
New ships:
Fisgon class freighter
Nave Explorar class Cruiser
New quest:
Explore the more rebellious side of Krystos. Its also a good way to snatch some VAO hardware.
New Text:
Every string has been reviewed and improved with love. Special thanks to Avanitia and Barackollama on discord for that
Balance:
Lowered the Cargador dp
Added mining to Arida
bugfix: Several where done (but I'm not good at documenting)

v1.1.3b (hotfix)
removed magiclib specific version requirement
added the system tag to weapon that needed it
Improved Ui color for the VAO faction

v1.1.3a
Fix pink hellscape problem for cazador (magic thruster implementation error)
  fix commisioned crew hullmod name
  add images for blueprint package
  Increased Pazjoya missile mount arc to 5
  fix capitalisation on shipsytem and the Citlali sector entities. Also try to remove the crippling shortages on Kristos
  rewrote description of all weapons, ionizator, halcon and cazador system nerfed cazador system by removing damage bonus
  nerfed hull/armor for cazador to 1500/150
  fix weight spawning of vanidad ships
  fix pink effect happening on the ionisador (same fix than for cazador)
  added reskinned dominator and enforcers to the roster
  Improved descriptions
  improved nerexelin start ship choices
  misc small improvement

v1.0.4a
Fixed comandante mount
slight buff to the pazjoya


v1.0.4
nex integration
Commissioned crew
comandante added
pazjoya added
cazador and ionizador redone
viajero estellar removed

v1.0.1
first release
[close]

35
im trying to spawn a muzzle flash on a weapon from another weapon.

engine.spawnMuzzleFlashOrSmoke(weapon.getShip(),
                    weapon.getSlot(),
                    muzzleSource2,
                    counter,
                    weapAngle + currentAngle);

where weapon is the weapon calling advance on a everyframeeffect and muzzlesource2 is the weaponSpecApi of another weapon that has the same turret/barrel offset. On a hardpoint the flash seems to line up properly, but turreted has the muzzle flash with a strong offset from the actual position. Why?

36
<WeaponAPI>.getSpec().getTurretFireOffsets().get(0)

on a weapon with a single offset, returns randomly one of four points on a slowly rotating circle whose radius is equal to the actual turretoffset length. I'am a bit confused as to why.

37
is it possible to modify "TextureScrollSpeed" from a Beam or Weapon API

38
Modding / Re: Removing portraits from existing vanilla factions
« on: July 24, 2020, 09:57:42 AM »
Actually it creates conflict with any mod that modify in any shape or form the file you are replacing.
Mods generally work by appending to the vanilla file, so lets take for example the hegemony.faction file:

  • game load vanilla hegemony.faction
  • game append all modification (new ship, new guns, etc)
  • game realize you have a .replace, throw to the garbage everything vanilla and all modification and pick your replace.





its not really that way inside, but the result is pretty much this. If you want to remove vanilla portrait while keeping compatibility you have two choices:

1) Edit the vanilla file. (A bit dangerous if you mess up, but its not so bad)
2) write a script that manually does all the merging the game would do, respecting the game rules for merging. Then use that merged file as a replace (You need to redo it if you change your mod list)

I actually wrote a c# script that does 2), but sharing it there was a small runtime problem for other people and life took me away from finishing it. https://fractalsoftworks.com/forum/index.php?topic=18420.msg287891#msg287891

You can try it or look at the source code if you want

39
While this is possible, it is a bit outside the scope of the current project. Stats editing is probably better done by modifying the .csv that contains them. The project is on a bit of a hiatus right now. It was pointed out to me that the editor had a tendency to crash, while at the same time work found some way to keep me very busy. As soon as I get more coding time, I will be back trying to had error logging features to better debug unfortunate problems some people might have.

40
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
« on: June 09, 2020, 07:25:38 PM »
is there a way to remove "thin atmosphere with this mod?

41
General Discussion / Re: How do i deal with dumb friendlies
« on: June 04, 2020, 01:21:59 PM »
Get a load of interceptors. Clearing the skies helps a lot your AI allies behave themselves.

Favor small cruiser and large destroyer around the 20 dp mark. Too many capitals and you get surrounded, too small ship and they get individually murdered. Get 1 -2 capital to act as a safe space for your other ship to retreat.

Favor more kinetics then HE. The computer does not handle well shield overload.

42
Mods / Re: [0.9.1a] Outer Rim Alliance v0.88 (2020/04/26)
« on: June 04, 2020, 12:25:12 PM »
I do not know why, but the faction does not seem to spawn their own weapons in their markets.

43
Ship Update!

Tons of work now allow us to use the editor to edit the known ship list of any faction in the game! This is done exactly like portraits you just have to select another tag. Wanna make the Tritach use remnant drones? Add some ibb from ship/weapon pack to the persean league? (almost) Anything you want to do with ship list is now available in a nice visual tool. Be carefull with that power thought, if you remove all ship from a faction, they wont spawn fleet (obviously, but i'm just making sure)

On top of that, you can "shift click" to move ship to and fro. This QoL feature will be added to portraits soon.

Link is updated on the main post. I'm going to update use case when I get the courage to do it. Don't forget to share the fun sectors you have created with this tool.



next goals:
Add "shift click" to portrait
Allow modmaker to edit their mod rather then having to merge the patch back in their files.

44
in the same kind of question. Both module_bastion_pd1.ship And module_bastion_pd1_lowtech.ship got the same hullId: module_bastion_pd1.

However, they link to different sprites, is there really one sprite we never see, or is there some mechanism to separate hull with same id?

45
Both  hound_overdriven.variant and variants/hound_d_pirates_overdriven.variant from starsector_core have the same variant id: hound_d_pirates_Overdriven

when a faction try to spawn this variant because it has the proper hull, what happens?

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