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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: [0.9a] Combat Alarm Sounds mod v1.32  (Read 40266 times)

jamplier

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Re: [0.7.2a] Combat Alarm Sounds mod v1.2
« Reply #30 on: September 04, 2016, 03:38:00 AM »

Ah, I see what you're saying now; yes, you can change those values in the script right now without breaking anything, though it's a bit trickier than it has to be; I won't go into a lot of detail right now since I'll make some changes to the code to make it more user friendly in the future.
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Paul_Kauphart

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Re: [0.7.2a] Combat Alarm Sounds mod v1.2
« Reply #31 on: September 04, 2016, 12:57:27 PM »

Yeah, I was thinking more of using a config file (which is more user friendly). In any case, I had a look at the script, it is definetly readable, even though there are no comments in it, and I noticed something :

To silence the hull alarms, you used the canPlay variable, set it to 0 when O is pressed, record the current hull value (stopHull), and only set it back to 1 si stopHull-hull3>200 (hull3 is the current hull value, for those who did not look at the script). Problem is, once you have damage control 10, hull3 will actually increase, and stopHull is never updated. So you could have someone shut the alarm off at 300, and then go back up to something like 10000, they will never get the hull alarm again, which could be a problem.

Since you already have a piece of code to detect negative hull variation, I would use that instead : if(hull1-hull3>200f) and scrap stopHull entirely.
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jamplier

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Re: [0.7.2a] Combat Alarm Sounds mod v1.2
« Reply #32 on: September 05, 2016, 05:34:31 AM »

Hah, I'd use a config file if I knew how to do it. It will happen eventually, but a relatively difficult year of school is starting in the mean time.

And yes, the stopHull problem was definitely an oversight on my part. Though I'll resort to updating stopHull if the ship's hull increases, as hull1-hull3 would only trigger it if you get bursted with 200 damage.
Thank you very much for bringing this to my attention!
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Paul_Kauphart

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Re: [0.7.2a] Combat Alarm Sounds mod v1.2
« Reply #33 on: September 05, 2016, 11:35:45 AM »

Good point actually, and no problem, I like the mod and I like to help, even if it's just a little :-D
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jamplier

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Re: [0.7.2a] Combat Alarm Sounds mod v1.3
« Reply #34 on: September 08, 2016, 08:46:47 AM »

Thanks again for helping me Paul!

I've updated the mod and everything should be working fine now, though if anyone finds any problems or has a suggestion then please do let me know.
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jamplier

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Re: [0.8a] Combat Alarm Sounds mod v1.3
« Reply #35 on: April 21, 2017, 06:53:33 AM »

Haven't run into any issues so far after some light testing with 0.8a. If you run into any problems with it, please do post here. This mod should generally work with any future version of the game.
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Paul_Kauphart

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Re: [0.8a] Combat Alarm Sounds mod v1.3
« Reply #36 on: July 08, 2017, 03:36:00 PM »

I've ran with it on 0.8.1a with no problem.

Jamplier, somehow, I still get the high damage alarm when I switch to the command shuttle, you might want to look into that.
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jamplier

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Re: [0.8a] Combat Alarm Sounds mod v1.3
« Reply #37 on: July 09, 2017, 03:24:14 AM »

Ok, I think I fixed for real this time. Updated the download link.
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orolyn

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Re: [0.8a] Combat Alarm Sounds mod v1.31
« Reply #38 on: November 18, 2018, 02:10:08 PM »

If anyone's waiting for this mod to be updated, in the mean time just add this to TheScriptTBH class:

Code
	public void processInputPreCoreControls(float f, List l)
{
}
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jamplier

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Re: [0.8a] Combat Alarm Sounds mod v1.32
« Reply #39 on: November 21, 2018, 11:10:49 AM »

I added those lines to the script. I can't play the game at the moment, so I won't be able to test the mod for a while. Download link updated.
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arwan

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Re: [0.9a] Combat Alarm Sounds mod v1.32
« Reply #40 on: November 28, 2018, 01:44:02 AM »

if its good for 0.9a now need to get it updated in the mod index to show :p .
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Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

tzuridis

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Re: [0.9a] Combat Alarm Sounds mod v1.32
« Reply #41 on: December 02, 2018, 11:31:57 AM »

Is there a way I can download the 0.8.1 version of your mod or (whatever the last version of the mod is for the previous version of StarSector) I want to play with Nexerelin and Dynasector.
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jamplier

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Re: [0.9a] Combat Alarm Sounds mod v1.32
« Reply #42 on: December 03, 2018, 02:01:13 AM »

Here's a link to the previous version, which was compatible with 0.8a.

if its good for 0.9a now need to get it updated in the mod index to show :p .
Thanks for pointing that out, I see the mods updated it in the meantime! ;)
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tzuridis

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Re: [0.9a] Combat Alarm Sounds mod v1.32
« Reply #43 on: December 03, 2018, 03:45:50 AM »

Thank you
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Astraltor

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Re: [0.9a] Combat Alarm Sounds mod v1.32
« Reply #44 on: December 14, 2018, 09:35:31 PM »

Hey, quick tip with the download link - you can change the dl=0 at the end to a dl=1 to have it directly download.

Would it be possible to:
1. make a configruation file so that
2. people can set their own thresholds for alarms, disable alarms, or disable looping?

I'd like to be able to have alarms for "taking some hull damage" and "took a lot of hull damage", and turn off the others
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