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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638528 times)

Okim

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Re: Project Ironclads, version 2.2 (0.51a with campaign)
« Reply #225 on: March 31, 2012, 12:15:18 PM »

I will eventually draw battleships for both factions. Know when i`m done working on table-top Master of Orion (just finished playing a 7-hour game) - i hope to spend some extra free time on Starfarer.

Okim

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Re: Project Ironclads, version 2.2 (0.51a with campaign)
« Reply #226 on: April 01, 2012, 11:04:29 AM »

Some new screenshots:

New RSF energy weapon. Ion pulse cannon, takes some time to charge and recharge, has a slow moving projectile, deals energy and EMP damage, has a small damage radius.


Connecticut-Class Missile Frigate with a new large version of Hellfire Torpedo (2 shots, 10 ammo).


Some new large missile toys for ISA.


Plasma salvo from all plasma weapons from the above shot :)

Upgradecap

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Re: Project Ironclads, version 2.2 (0.51a with campaign)
« Reply #227 on: April 01, 2012, 11:15:57 AM »

I will eventually draw battleships for both factions. Know when i`m done working on table-top Master of Orion (just finished playing a 7-hour game) - i hope to spend some extra free time on Starfarer.

In a row?? Dang that's much :D
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Zilerrezko

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Re: Project Ironclads, version 2.2 (0.51a with campaign)
« Reply #228 on: April 01, 2012, 11:38:49 AM »

could you help me out on what everything in the weapons files are?

Code
"id":"ioncannon",  # this id must match what's in the spreadsheet
"specClass":"projectile",
"type":"ENERGY",
"size":"SMALL",
"displayArcRadius":400,
"turretSprite":"graphics/weapons/ion_cannon_turret_base.png",
"turretGlowSprite":"graphics/weapons/ion_cannon_turret_glow.png",
"hardpointSprite":"graphics/weapons/ion_cannon_hardpoint_base.png",
"hardpointGlowSprite":"graphics/weapons/ion_cannon_hardpoint_glow.png",
"glowColor":[100,200,255,255],
"turretOffsets":[10, 0],
"turretAngleOffsets":[0],
"hardpointOffsets":[15, 0],
"hardpointAngleOffsets":[0],
"barrelMode":"ALTERNATING", # or LINKED.  whether barrels fire at the same time or alternate.
"animationType":"GLOW_AND_FLASH",
"muzzleFlashSpec":{"length":33.0,   # only used if animationType = MUZZLE_FLASH
   "spread":15.0,
   "particleSizeMin":10.0,
   "particleSizeRange":12.0,
   "particleDuration":0.12,
   "particleCount":17,
   "particleColor":[100,200,255,255]},
"autocharge":true,  # whether the weapon will continue charging and fire if the LMB is tapped instead of held
"projectileSpecId":"ioncannon_shot",  # projectile that will be fired
"fireSoundTwo":"energy_pulse",
}

I know some of these, but I don't think It would hurt to go over everything, right? (I'm only using ion cannons right now, but any other things like beams would be oh so much more helpful)

I know it's not in here, but on beam weapons, what does the fringe color, core color, and glow color do/mean? (this was just one specific question)
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Upgradecap

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Re: Project Ironclads, version 2.2 (0.51a with campaign)
« Reply #229 on: April 01, 2012, 11:40:12 AM »

And i've seen you've done missiles aswell. Any chacne you can help a fellow modder out by letting me in on how to do missiles?
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Okim

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Re: Project Ironclads, version 2.2 (0.51a with campaign)
« Reply #230 on: April 01, 2012, 12:44:33 PM »

7 hours is a fast game. Usually it takes 8-9 hours for 4 players to finish the game.

Beam fringe and core colours describe its visuals. Core is the midline of the beam, fringe is its edges. Glow is used for lights on a weapon. Glow is using glow sprite. Look at HIL and pdburst weapons for examples of continuos and burst beams.

Missiles are easy to figure out (much like everything else in SF). Check various missiles for examples of what they can use. Currently there are ROCKET, MISSILE, HEATSEEKER and MIRV subtypes. Each has its own parameters. See torps, swarmers, salamander and hurricane missiles.

Okim

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Re: Project Ironclads, version 2.2 (0.51a with campaign)
« Reply #231 on: April 02, 2012, 12:50:34 PM »

Kansas-Class Heavy cruiser.



This ship has 4 large turrets (one pointing backwards), 4 medium turrets (one on the bridge with 360 arc) and 12 small mounts. It is slightly larger than Kentucky Light cruiser and definitely is more dangerous.
« Last Edit: April 02, 2012, 12:52:08 PM by Okim »
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Zilerrezko

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Re: Project Ironclads, version 2.2 (0.51a with campaign)
« Reply #232 on: April 02, 2012, 12:52:15 PM »

seems like a battlecruiser with that armaments (like the conquest) except not broad side. Guess I would have to go around the back
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Okim

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Re: Project Ironclads, version 2.2 (0.51a with campaign)
« Reply #233 on: April 02, 2012, 01:02:36 PM »

Yeah, i thought about battlecruiser. Kentucky is classified as a light cruiser, but i have a feeling that its just a cruiser with its 2 large universal and 2 large missiles.

Upgradecap

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Re: Project Ironclads, version 2.2 (0.51a with campaign)
« Reply #234 on: April 02, 2012, 01:06:49 PM »

Mind helping a fellow modder out with how to do the missiles, okim? no matter what i try it always seems to fail, somehow :(.
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Okim

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Re: Project Ironclads, version 2.2 (0.51a with campaign)
« Reply #235 on: April 02, 2012, 01:11:26 PM »

Depends on what you are trying to make. You know - describing the whole missile thingy, different types and effects is very time consuming. Some specific questions i can answer though.

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Re: Project Ironclads, version 2.2 (0.51a with campaign)
« Reply #236 on: April 02, 2012, 01:57:24 PM »

Well, i was thinking more specifically relating to how to make an missile turret in it self, like for instance, making a dedicated capital killer torpedo. I know what you need, i just don't know how to puzzel the pieces together :-\
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Okim

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Re: Project Ironclads, version 2.2 (0.51a with campaign)
« Reply #237 on: April 02, 2012, 02:19:32 PM »

Use reaper launcher as an example. Start from modifying its file, then edit its projectile (carefully examine what various data inside the projectile file does, especially explosions). Graphics for those are easily done.

Zilerrezko

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Re: Project Ironclads, version 2.2 (0.51a with campaign)
« Reply #238 on: April 02, 2012, 02:20:57 PM »

Quote
Use reaper launcher as an example. Start from modifying its file, then edit its projectile (carefully examine what various data inside the projectile file does, especially explosions). Graphics for those are easily done.

This is what I'm doing too
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Trylobot

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Re: Project Ironclads, version 2.2 (0.51a with campaign)
« Reply #239 on: April 02, 2012, 11:09:11 PM »

Man I am still loving the consistency and quality of Ironclads. One of the best mods around, just a shame it's not balanced for vanilla. Ever plan on taking a stab at that? Maybe after the multi-system Starfarer update drops?
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