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News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Poll

What would you like to see in Blackrock?

More ships
- 754 (23.7%)
More weapons
- 480 (15.1%)
More campaign features
- 477 (15%)
Space monsters
- 705 (22.1%)
More lore
- 207 (6.5%)
More music
- 131 (4.1%)
More portraits
- 157 (4.9%)
Subfactions
- 277 (8.7%)

Total Members Voted: 1424


Pages: 1 ... 24 25 [26] 27 28 ... 209

Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1790543 times)

phyrex

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Re: Blackrock Drive Yards - v0.30
« Reply #375 on: April 05, 2013, 07:10:28 PM »

This one.




oh. i was confused, its not named on the OP
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Shield

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Re: Blackrock Drive Yards - v0.30
« Reply #376 on: April 05, 2013, 09:12:18 PM »

Its on page one with ship descriptions
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phyrex

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Re: Blackrock Drive Yards - v0.30
« Reply #377 on: April 05, 2013, 09:29:42 PM »

Its on page one with ship descriptions

yeah, the sprite is, the name isint there. its only marked as "unknown"
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Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #378 on: April 05, 2013, 11:20:51 PM »

There is an in-game Codex too. Or you could have searched the thread for "Stormcrow" to find my post about it.
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phyrex

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Re: Blackrock Drive Yards - v0.30
« Reply #379 on: April 05, 2013, 11:59:50 PM »

There is an in-game Codex too. Or you could have searched the thread for "Stormcrow" to find my post about it.

i sadly am still playing on an old version of UsC that dosent have it yet :P codex wouldnt have helped. strangely enough (in retrospective), it never occured to me that the stormcrow could have been that ship either :P

but anyways. dosent matter anymore
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Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #380 on: April 06, 2013, 10:41:09 AM »

Why would you not play USC 17? :P
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phyrex

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Re: Blackrock Drive Yards - v0.30
« Reply #381 on: April 06, 2013, 11:14:19 AM »

Why would you not play USC 17? :P

oh, i meant i have v17 and i havent updated to v17.1

i have a good BRDY game in v17 that is well complemented with player convoy, which were removed in v17.1

you're not gonna tell me the stormcrow is in v17 are you ?
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silentstormpt

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Re: Blackrock Drive Yards - v0.30
« Reply #382 on: April 06, 2013, 11:15:55 AM »

I'd like to see the lightning arc effect being used on overloaded ships. Just overlaid here and there, a few discharges now and then, from one point on the ship's hull to another.

Code
package data.scripts.plugins;

import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.DamageType;
import com.fs.starfarer.api.combat.EveryFrameCombatPlugin;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.input.InputEventAPI;
import com.fs.starfarer.api.util.IntervalUtil;
import java.awt.Color;
import java.util.Iterator;
import java.util.List;
import org.lwjgl.util.vector.Vector2f;

public class ArcEffectOnOverload implements EveryFrameCombatPlugin
{
        private CombatEngineAPI engine;
    
        public void init(CombatEngineAPI engine) {
            this.engine = engine;
        }

private IntervalUtil interval = new IntervalUtil(0.5f, 1f); //set the time you want the arc to happen
        public void advance(float amount, List<InputEventAPI> events) {
{
            if (engine.isPaused()) {
                return;
            }

                //Advances the interval.
                interval.advance(amount);

                //When the interval has elapsed...
                if (interval.intervalElapsed())
                {
                    List ships = engine.getShips();
                    Iterator it = ships.iterator();

                    while (it.hasNext())
                    {
                        ShipAPI ship = (ShipAPI) it.next();
                        
                        if (ship.isHulk()) {
                            continue;
                        }
                        
                        if (ship.getFluxTracker().isOverloaded())
                        {
                            Vector2f point = new Vector2f(ship.getLocation());

                            point.x += (ship.getCollisionRadius() / 2f) * (((float) Math.random() * 2f) - 1);
                            point.y += (ship.getCollisionRadius() / 2f) * (((float) Math.random() * 2f) - 1);
                            
                            //spawns one arc.
                            engine.spawnEmpArc(ship,point,ship,ship,DamageType.OTHER,0f,0f,100000f,"hit_shield_beam_loop",12f,new Color(155,100,25,255),new Color(255,255,255,255));
                        }
                    }
                }
}

    }
}

Ok heres a solution, change it at your liking, note that the "hit_shield_beam_loop" is not a correct sound (meaning it wont play anything), so set one if you want to.
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Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #383 on: April 06, 2013, 11:36:18 AM »

Why would you not play USC 17? :P

oh, i meant i have v17 and i havent updated to v17.1

i have a good BRDY game in v17 that is well complemented with player convoy, which were removed in v17.1

you're not gonna tell me the stormcrow is in v17 are you ?

Why would you assume it wasn't? Like I said, search the forums next time. Everything about the ship is in my posts that mention it here and in the USC thread. But yes, it's in v17 and you can only get it by capturing it from a certain boss spawn. It's not possible to get it outside of USC funnily enough.

@ Silentstormpt

I saw your post earlier! I just forgot to mention it. I'm going to try it out.
« Last Edit: April 06, 2013, 11:37:55 AM by Cycerin »
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silentstormpt

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Re: Blackrock Drive Yards - v0.30
« Reply #384 on: April 06, 2013, 01:31:11 PM »

Just posted the code on this thread instead, since it makes more sense, the code i based on Psiyon's.
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Taverius

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Re: Blackrock Drive Yards - v0.30
« Reply #385 on: April 06, 2013, 04:58:21 PM »

Why would you not play USC 17? :P
Technically accomplished mod, but it makes Corvus too busy and chaotic for my tastes.

Too many factions with wildly varying graphical styles in various states of balance crammed into a tiny system. I really dig the allegiance system, the bosses and all of that, but I prefer to cherry-pick my factions.

Right now its just BRDY+Junk+Valkyrians+Omnifac here.



Anyways, back on topic, I feel like there's a hole for something like a Dual Squall Cannon. I keep wanting a 550-ish range explosive medium ballistic, and the single Squall really doesn't do a whole lot more dps than an Ichneumon. Keep the range, drop turn rate and accuracy a bit ... you could make it alternate the shots between the barrels so the single-strike stays the same? I find myself mounting Heavy Maulers when I utterly don't need the range just for the DPS without the grievous accuracy of the Assault Chaingun.
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No faction is truly established without a themed Buffalo (TAG) variant.

Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #386 on: April 14, 2013, 12:36:34 PM »



Updated Gonodactylus sprite a bit. Also made the auxiliary engines inactive when the ship system isn't on.
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phyrex

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Re: Blackrock Drive Yards - v0.30
« Reply #387 on: April 14, 2013, 01:05:26 PM »



Updated Gonodactylus sprite a bit. Also made the auxiliary engines inactive when the ship system isn't on.

wow, the ship looks much more massive...
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theSONY

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Re: Blackrock Drive Yards - v0.30
« Reply #388 on: April 14, 2013, 01:23:47 PM »

here's one for you: why Desdinova-class Advanced Destroyer have similar size Scarab-class Frigate on the battle map/stations ect. ? is there any way to fix this ?
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« Last Edit: April 14, 2013, 02:23:41 PM by theSONY »
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silentstormpt

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Re: Blackrock Drive Yards - v0.30
« Reply #389 on: April 14, 2013, 07:00:25 PM »

here's one for you: why Desdinova-class Advanced Destroyer have similar size Scarab-class Frigate on the battle map/stations ect. ? is there any way to fix this ?
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I think it has to do with the icon ship sizes
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