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

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Author Topic: Misc modding questions that are too minor to warrant their own thread  (Read 1699846 times)

FasterThanSleepyfish

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #630 on: July 29, 2013, 06:48:46 PM »

You aren't supposed to fly them! Is the fox wing an actual fighter wing?
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Gotcha!

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #631 on: July 30, 2013, 03:27:55 AM »

I guess so, you made them a fighter wing, right? /confused
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Gotcha!

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #632 on: July 31, 2013, 02:48:18 PM »

Is there a way to really limit a missile's range? I've created some sort of energy missile (in appearance) and want to have it a range of 800-1000, but it flies really far. Even when setting the range to 0 in weapons.csv it still goes off screen. (Probably because missiles still travel after their engines go out, even though mine doesn't have one.)

Has anyone found a workaround for this?


Edit: Gawd, I am such a tard sometimes. The flight time field was empty. x)
« Last Edit: July 31, 2013, 03:29:02 PM by Gotcha! »
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Flare

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #633 on: July 31, 2013, 08:49:19 PM »

Might want to change the range back up from 0 when you're done. The AI uses that variable when deciding when they should shoot the enemy. On other weapons it might not be all that out of place, but I'm sure you know missiles' flight time and the range are separate values.
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FlashFrozen

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #634 on: July 31, 2013, 09:40:37 PM »

Since the reverse burn drive thing I tried didn't work, on to the next one :D


0.54.1a

Modding:
Beam and burst beam weapons can now be animated (but the glow sprite can not, must remain the same for all frames)

Well I tried to make an animated weapon, but the animation part of it doesn't work >>"

Apology for not being able to take consecutive screenshots, Starsector crashes after just one screenshot, So this is how it looks,

Spoiler



[close]

It shows only the first frame, once you fire, the weapon disappears, and the reappears after what probably means it cycled through all the frames.

Code
{
"id":"neutrino_phasedarray2",
"specClass":"beam",
"type":"ENERGY",
"size":"LARGE",
"displayArcRadius":1100,
"turretSprite":"graphics/neut/weapons/phasedarray/neutrino_phasedarray_base00.png",
"hardpointSprite":"graphics/neut/weapons/phasedarray/neutrino_phasedarray_base00.png",
"numFrames":16,
"frameRate":30,
"turretOffsets":[-80, 0],
"turretAngleOffsets":[0],
"hardpointOffsets":[-80, 0],
"hardpointAngleOffsets":[0],
"fringeColor":[212,60,25,255],
"coreColor":[255,255,255,255],
#"glowColor":[212,60,25,235],
"darkCore":false,
"width":50.0,
"textureType":ROUGH,
#"textureType":["graphics/fx/emp_arcs.png","graphics/fx/emp_arcs.png"],
"textureScrollSpeed":292.0,
"pixelsPerTexel":5.0,
"pierceSet":[PROJECTILE_FF,PROJECTILE_NO_FF,PROJECTILE_FIGHTER,MISSILE_FF,MISSILE_NO_FF,FIGHTER],
"fireSoundOne":"neutrino_heavybeam_firing",
"fireSoundTwo":"beam_heavy_loop",
}

Am I missing something  ???
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xenoargh

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #635 on: July 31, 2013, 10:23:44 PM »

It's type ENERGY; pretty sure it has to be type BALLISTIC.
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FlashFrozen

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #636 on: July 31, 2013, 10:29:10 PM »

It's type ENERGY; pretty sure it has to be type BALLISTIC.

Tried that, it still produces the same result lol.

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #637 on: August 02, 2013, 05:47:31 AM »

Missiles can accelerate after being fired. I wonder, is this also possible for ballistic projectiles? If so, does anyone know a weapon that uses this?
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phyrex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #638 on: August 02, 2013, 08:15:42 AM »

Missiles can accelerate after being fired. I wonder, is this also possible for ballistic projectiles? If so, does anyone know a weapon that uses this?

i think it isint possible. its because missiles are objects with theire own propulsion, so they have a "flying" speed and a "launched" speed.

but im not lazywizard either so im not sure :P
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silentstormpt

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #639 on: August 02, 2013, 09:22:06 AM »

You can by setting its velocity in a script, just grab a interval timer and once it ends you can set a new velocity to it.
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Arumac

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #640 on: August 04, 2013, 04:53:01 PM »

Anyone know of a way to make an invisible beam? I'm pretty sure I can't get it via the RGBA values :(
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Sproginator

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #641 on: August 04, 2013, 04:55:30 PM »

Set it like

0,0,0,255
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Arumac

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #642 on: August 04, 2013, 05:48:38 PM »

Set it like

0,0,0,255

Wouldn't that just make it black?
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Psiyon

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #643 on: August 04, 2013, 05:51:53 PM »

Set it like

0,0,0,255

Wouldn't that just make it black?
Yes, it would--make sure the last of the four numbers is 0 (it's the alpha channel). So, 0,0,0,0. Though the first 3 numbers don't actually matter. Though actually, 0,0,0,255 might work if the beams are only additive.
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Sproginator

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #644 on: August 04, 2013, 06:16:42 PM »

Sorry, it's either 0,0,0,0 or 0,0,0,255
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