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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: [0.6.1a] Interstellar Federation v1.27  (Read 291264 times)

Upgradecap

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Re: Missiles Inc. - taking missile mod requests!
« Reply #15 on: April 03, 2012, 04:14:22 AM »

Just have to ask: where do you set the coordinates for the missile when it comes out of the barrel? mine always comes out at the sides of the barrel.
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keptin

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Re: Missiles Inc. - taking missile mod requests!
« Reply #16 on: April 03, 2012, 04:46:18 AM »

Just have to ask: where do you set the coordinates for the missile when it comes out of the barrel? mine always comes out at the sides of the barrel.

Firstly, you need to set the center of the missile sprite in your missile's .proj file.  Notice how the center is exactly half my sprite's size (in pixels):

Code
	"size":[30,63],	
"center":[15,31.5],

Then in the launchers weapon (.wpn) file, you set the missile offset.  This is where the missile sits on the launcher:

Code
	"hardpointOffsets":[2, 0],
"turretOffsets":[2, 0],

Every two numbers acts as an y,x coordinate pair. For more missiles, such as on an SRM launcher, you'd add more sets:

Code
	"hardpointOffsets":[8, 24, 8, 8, 8, -8, 8, -24],
"turretOffsets":[8, 24, 8, 8, 8, -8, 8, -24],

This above shows a launcher with 4 missiles on it.  M1 at [8, 24], M2 at [8, 8], M3 at [8, -8], and M4 at [8, -24].  hardpointOffsets and turretOffsets can be set separately as you can set different sprites depending on whether the launcher is placed in a turret slot or hardpoint slot.  In my example, the launcher sprites are the same, so the offsets are also the same.
« Last Edit: April 03, 2012, 05:09:28 AM by keptin »
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Zilerrezko

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Re: Missiles Inc. - taking missile mod requests!
« Reply #17 on: April 03, 2012, 05:04:06 AM »

Quote
Just have to ask: where do you set the coordinates for the missile when it comes out of the barrel? mine always comes out at the sides of the barrel.

You can use trylobot's ship editor and upload the missile sprite, and find the cords for everything there. That's how I get em, if you're still having trouble finding em
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Upgradecap

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Re: Missiles Inc. - taking missile mod requests!
« Reply #18 on: April 03, 2012, 05:09:38 AM »

Thanks for the help! :)
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megal00t

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Re: Missiles Inc. - taking missile mod requests!
« Reply #19 on: April 03, 2012, 05:29:13 AM »

i have one.. it's 2d but also have a 3d screen of it so you can orient... a homing missile barrage of some sort. missile sprite in a sec...


« Last Edit: April 03, 2012, 05:30:48 AM by megal00t »
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keptin

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Re: Missiles Inc. - taking missile mod requests!
« Reply #20 on: April 03, 2012, 05:36:26 AM »

Thanks, I'll definitely be making some kickass MRLs.

« Last Edit: April 03, 2012, 05:38:07 AM by keptin »
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megal00t

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Re: Missiles Inc. - taking missile mod requests!
« Reply #21 on: April 03, 2012, 05:41:06 AM »

woo the missile. (literally took 1 minute to complete xD)
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keptin

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Re: Missiles Inc. - taking missile mod requests!
« Reply #22 on: April 03, 2012, 07:23:45 AM »

MissilesInc v1.01 is up!  It includes a number of smaller changes and utilizes the new turrets.  The Piranha and Rapier aren't in yet, as I haven't had time to play test them, but they'll be added soon, along with a Streaker turret and a few more systems.

Upgradecap

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Re: Missiles Inc. - taking missile mod requests!
« Reply #23 on: April 03, 2012, 07:26:50 AM »

Just have to say that those lancer torpedoes look way bigger than thosr turrets nearby, which are supposed to hold it.
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megal00t

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Re: Missiles Inc. - taking missile mod requests!
« Reply #24 on: April 03, 2012, 07:46:38 AM »

oh yes i forgot to turn the launcher 90 deg CCW
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Durendal5150

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Re: Missiles Inc. - taking missile mod requests!
« Reply #25 on: April 03, 2012, 10:20:14 PM »

I just finished some VLS tubes a minute ago. Going to slap them on the UNSC ships from halo I got here. Anyway, though somebody in a missile thread could use 'em.

   


And maybe a little something to deal with them, too.
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keptin

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Re: Missiles Inc. - taking missile mod requests!
« Reply #26 on: April 04, 2012, 11:20:01 AM »

Bumpin this to MissilesInc v1.03.

MissilesInc v1.03
-Added Locktide MLRS
-Added Riptide MLRS
-Added Thunderchief
-Added Cheetah Launcher
-Added Dragon Launcher
-Lore & Descriptions for Lancer Dual LRM, Omega Device

Upgradecap

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Re: Missiles Inc. - taking missile mod requests!
« Reply #27 on: April 04, 2012, 11:27:17 AM »

Any chance you could do missiles and lauchers that would retain TimCORP art in some way? ^___^
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keptin

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Re: Missiles Inc. - taking missile mod requests!
« Reply #28 on: April 05, 2012, 06:38:32 AM »

MissilesInc updated to v1.04, includes the Federation Antares-class Battlecruiser and a number of balance changes to bring MissilesInc more in line with vanilla SF.

@Upgradecap, it takes a lot of time to make sprites and balance things, so I won't specifically be doing work for other mods.  I will be making sprites in a number of themes; perhaps some of them will work for you.

Upgradecap

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Re: Missiles Inc. v1.04
« Reply #29 on: April 05, 2012, 06:40:28 AM »

My thoughts exactly.

BTW: you made the ship yourself? Good work :)

EDIT: i have copied some of your missiles into my mod, but i don't think there should be a id crash with them, since i've changed their ids.
« Last Edit: April 05, 2012, 06:46:51 AM by Upgradecap »
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