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Author Topic: Misc modding questions that are too minor to warrant their own thread  (Read 1700612 times)

Vayra

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #675 on: August 14, 2013, 01:57:11 PM »

I'm one of those people who doesn't like to post anything they've done until it's "finished".  :-* Really though, I don't see how it could be anything else in the mod interacting with it. It literally seems to only depend on the dimensions of the weapon sprite.

Here's an imgur album. Composite screenshots of weapons both showing up and not, and the exact weapon sprites i used in each case.

http://imgur.com/a/F3IbI

For now I'm just going to trial-and-error different amounts of negative space around the sprite until everything works, but I would really appreciate someone shedding some light on this. Maybe just a weird bug?

EDIT: Maybe it's not the dimensions alone... A different weapon doesn't show up even with the sprite set to the same dimensions. :'(
« Last Edit: August 14, 2013, 02:03:15 PM by Vayra »
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Ravendarke

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #676 on: August 14, 2013, 02:01:55 PM »

My guess is some kind of collision between mod and core data.... I am really not able to help you if you wont post the mod itself.

Edit, how many pixels of space do you have between sprite and canvas borders?

But yeah, sometimes strange thing happens, for example there is glow on one of my ships appearing from nowhere, while it build up together with flux (but also with High energy focus glow boost, tho it is not caused by any weapon)...
« Last Edit: August 14, 2013, 02:05:00 PM by Ravendarke »
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #677 on: August 14, 2013, 02:05:35 PM »

My guess is some sort of issue with the png itself; I've seen this mentioned before. I suspect just re-saving without changing the canvas size would have fixed it. There's nothing about the size of the sprite that should make a difference here.
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Sproginator

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #678 on: August 14, 2013, 02:15:29 PM »

OH I KNOW I REMEMBER!!!

BIT DEPTH LEVEL!!!

Open it in paint.net and resave it with a different bit depth
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Vayra

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #679 on: August 14, 2013, 02:43:49 PM »

OH I KNOW I REMEMBER!!!

BIT DEPTH LEVEL!!!

Open it in paint.net and resave it with a different bit depth

My guess is some sort of issue with the png itself; I've seen this mentioned before. I suspect just re-saving without changing the canvas size would have fixed it. There's nothing about the size of the sprite that should make a difference here.

Thanks for the quick responses, guys. :D All good now.
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silentstormpt

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #680 on: August 14, 2013, 02:45:45 PM »

Yeah but it is possible to start animation for different sprite? I mean if it is possible to start animation of some deco while weapon is firing (so basically link deco to weapon). I can, ofc, create weapon sprite big enough to cover main weapon and those cartridges ejectors, but due to ship size and distance between those it would be kinda overkill.

Just don't forget, the images should not change in size, a script should be limiting the animation frames, you can make it do the animation and spawn the cartridges easily, you'll need to have all your timers set to, the rate of fire your weapons has so the animation and the cartridges don't overlap. you can also have your first X images for a start animation and the script limiting them from going to the cartridges animations, i got a example on Star Control mod,the Trader doesn't have any animation when its not firing, but once it does, a new animation group comes in and replays, this process repeats 4 times (its a weapon that has 4 levels of charge), once fired the animation goes back to the non firing one. Tryout the ship on a mission, ull understand what i mean and hopefully it helps you solve that.
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Erick Doe

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #681 on: August 14, 2013, 10:19:57 PM »



Any idea why this little fighter doesn't seem to use its bomb bay? It faces backward with a 160 degrees arc. I've also tried having it face forward, but it still won't fire it. Should I decrease the arc? Should I set its role to BOMBER?

Ideally I'd like to see it make a pass at an enemy, then fire off a bomb after passing the target.
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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #682 on: August 15, 2013, 06:02:30 AM »

Should I set its role to BOMBER?
I'd definitely try that first. Or maybe second. I'd first try to make the bomb bay face forward and see if the AI uses it then.
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Vayra

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #683 on: August 15, 2013, 08:30:19 PM »

Can anyone tell me what the "8/6/5/4%" field in ship_data.csv is used for?

edit: thanks  :)
« Last Edit: August 15, 2013, 10:15:33 PM by Vayra »
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xenoargh

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #684 on: August 15, 2013, 08:34:58 PM »

Alex uses it for his internal balance purposes.  Can be set to zero without any harm.
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Chronosfear

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #685 on: August 16, 2013, 10:35:54 AM »

Hey guys.

startet to play around with the .csv files.
I´m using OpenOffice, opening the file with following config :
language : English ( USA )
from row : 1
separated by "Comma"

the spreadsheet looks fine.
playing around with the ship_data.csv worked

but when playing around with the weapons, in the end it doesn´t work
some weapons like the machine gun , the assault gun and others will change to an incredible rate of fire, flux/sec, damage ( 21......... Number )

any idea ?
thanks

Chronosfear
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silentstormpt

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #686 on: August 16, 2013, 10:38:48 AM »

be careful when doing the 0.0, some editors use 0,0 instead of 0.0 because here in the EU we use , to separate decimals from integers
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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #687 on: August 16, 2013, 10:41:32 AM »

Don't add comma's anywhere yourself, because they'll be separated into more columns when you save your changes.

My language is Default - English (UK). Maybe try that. I got tons of issues when my native language was selected.

Also enable Quoted field as text.
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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #688 on: August 17, 2013, 12:07:41 PM »

Is there any way to get an onhiteffect to activate even when it hits a shield? I have a weapon that's basically a large power jack used to suppliment power to damaged or in construction space stations. I'd like it to crackle with electricity whenever it hits anything, shielded or not.
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xenoargh

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #689 on: August 17, 2013, 11:38:04 PM »

Quote
Is there any way to get an onhiteffect to activate even when it hits a shield?
It will always work that way in this build, provided that:

1.  The onHitEffect is designed to work that way and doesn't exclude shielded target(s).  IIRC, the only example the API, the Ion Cannon script, excludes shielded targets.  See the stuff I posted to the Radioactive Code Dump thread for some examples of different projectile behaviors.
2.  You haven't tried to combine an onHitEffect with any BehaviorSpecs.  This is supposed to be fixed with 0.6, ideally meaning that we'll be able to run a script when that triggers (but we don't have any details yet other than a hint that classic "flak" weapons may work now).
3. The projectile must be of the correct type to use onHitEffect scripts.  I.E., no BehaviorSpec defined, not a missile of any kind (and yes, dumbfire rockets count- if you want "rockets" that can run onHitEffect, they must be ballistic projectiles and all physics issues such as acceleration would need to get handled via script).
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