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Author Topic: Misc modding questions that are too minor to warrant their own thread  (Read 1725829 times)

xenoargh

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3480 on: July 31, 2017, 11:37:24 AM »

What does the settings.json value that says it, "disables the economy" actually do (technically)?

I'm considering a couple more QoL mods- one to significantly decrease RAM usage / speed up save / load (using tricks from Vacuum) and an economy revamp (although that might be premature).

Oh, and!

What is called when the Player fleet detects another fleet's composition?  I.E., when we go from abstract contacts to a fleet?
« Last Edit: July 31, 2017, 11:39:35 AM by xenoargh »
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3481 on: July 31, 2017, 11:51:23 AM »

What does the settings.json value that says it, "disables the economy" actually do (technically)?

I'm considering a couple more QoL mods- one to significantly decrease RAM usage / speed up save / load (using tricks from Vacuum) and an economy revamp (although that might be premature).

It stops the economy from running, i.e. it won't modify stockpiles, demand, etc.

I wouldn't spend time on an economy revamp if I were you, since that's what I'm doing right now, very extensively, so whatever you do would likely get horribly broken.

What is called when the Player fleet detects another fleet's composition?  I.E., when we go from abstract contacts to a fleet?

I'm not sure I understand the question, but here are some relevant values from settings.json:

"detectionRangeTransponderMult":1, # multiplier to detection range (NOT sensor profile) when BOTH fleets have transponders on
"detectionRangeDetailsMult":0.5, # fraction of max detection range at which fleet composition is visible w/ transponder off
"detectionRangeDetailsAlwaysMult":0.1, # fraction of max detection range at which fleet faction is visible w/ transponder off
"detectionRangeDetailsAlwaysMin":50, # min value for that range
"detectionRangeDetailsAlwaysNonFleet":0.3, # fraction of max detection range at which hidden entities are "discovered"

There's also this in the API:

public static enum VisibilityLevel {
   NONE,
   SENSOR_CONTACT,
   COMPOSITION_DETAILS,
   COMPOSITION_AND_FACTION_DETAILS,
}
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xenoargh

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3482 on: July 31, 2017, 11:53:23 AM »

Yeah I figured on the "horribly broken", lol.  I'll just wait on that :)

Ah, yeah, visibility level is what I want.
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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3483 on: July 31, 2017, 12:16:19 PM »

Can anyone tell me what files i need to change to get a faction in the game the tutorial is insanely out of date on the subject.
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xenoargh

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3484 on: July 31, 2017, 01:24:44 PM »

Yes, it's actually fairly simple, you just need to write a .faction file, and include the faction in an otherwise-blank factions.csv file, like this:

Code
faction
data/world/factions/my_nifty_faction.faction

Faction files are pretty complicated-looking, but most of it's pretty easy to follow:

Spoiler

{
   The internal id of the Faction.  Used all over the place; it's pretty handy to use this id in the names of ids of weapons, ships, variants, etc., etc., too, to avoid name collisions in the game.
   id:"my_nifty_faction",

   Colors and circle type used on the Faction's display in the Campaign View
   "color":[135,206,255,255],
   "secondaryUIColor":[135,255,0,255],
   "secondarySegments":6,


   Names used throughout the game dialogs.
   "displayName":"My Nifty Faction",
   "displayNameWithArticle":"the Nifty Faction",
   "displayNameLong":"My Nifty Faction",
   "displayNameLongWithArticle":"The Nifty Faction",


   Relative paths to graphical logos for the Faction.
   "logo":"graphics/factions/explorer_society.png",
   "crest":"graphics/factions/crest_explorer_society.png",

   Naming conventions for randomly-generated ships.
   "shipNamePrefix":"EXP",
   "shipNameSources":{
      "SPACE":2,
   },

   This actually doesn't matter; the real description string is in strings.csv.
   "description":"The My Nifty Faction is a remnant of Domain explorer crews who were trapped a long way from the Gates after the Collapse.",

   Personal names for Captains, randomly generated from these lists.
   "names":{
      "modern":1,
      "world":1,
      "future":1,
      "myth":1,
   },

   What Hull Mods the Faction may have for sale.
   "hullMods":[
      "shields_shieldremoved",
      "shields_formshield",
      "advancedoptics",
      "turretgyros",
      "augmentedengines",
      "auxiliarythrusters",
      "fluxcoil",
      "fluxdistributor",
      "hardened_subsystems",
      "insulatedengine",
      "pointdefenseai",
      "targetingunit",
      "fluxbreakers",
      "expanded_deck_crew",
      "recovery_shuttles",
      "operations_center",
      "nav_relay",
      "ecm",
   ],

   Any goods that are illegal to sell in the open market of this Faction.  Must use the good's id, not it's name.  I think this is optional.
   "illegalCommodities":[
   ],

   Optional!  Music to be played during encounter / battles with the Faction.
   "music":{
      "theme":"music_nifty_faction_encounter_neutral",
      "market_neutral":"music_nifty_faction_market_neutral",
      "market_hostile":"music_nifty_faction_market_hostile",
      "market_friendly":"music_nifty_faction_market_friendly",
      "encounter_neutral":"music_nifty_faction_encounter_neutral",
      "encounter_hostile":"music_nifty_faction_encounter_hostile",
      "encounter_friendly":"music_nifty_faction_encounter_friendly",
   },

   I'm not entirely sure what this does yet.
   "internalComms":"tritachyon_internal",

   Faction portraits, picked at random, just like names.
   "portraits":{
      "standard_male":[
         "graphics/portraits/portrait_corporate01.png",
         "graphics/portraits/portrait_corporate03.png",
         "graphics/portraits/portrait_corporate05.png",
         "graphics/portraits/portrait_corporate06.png",
         "graphics/portraits/portrait13.png",
         "graphics/portraits/portrait25.png",
         "graphics/portraits/portrait30.png",
         "graphics/portraits/portrait35.png",
      ],
      "standard_female":[
         "graphics/portraits/portrait_corporate02.png",
         "graphics/portraits/portrait_corporate04.png",
         "graphics/portraits/portrait_mercenary02.png",
         "graphics/portraits/portrait16.png",
         "graphics/portraits/portrait_corporate04.png",
         "graphics/portraits/portrait_corporate07.png",
         "graphics/portraits/portrait34.png",
      ],
   },

   Optional!  Special titles for members of the Faction with specific roles.
   "ranks":{
      "ranks":{
         "spaceCommander":{"name":"Explorer Count"},
      },
      "posts":{
         "patrolCommander":{"name":"Explorer Baron"},
         "fleetCommander":{"name":"Explorer Knight"},
         "baseCommander":{"name":"Explorer"},
      },
   },

   Optional!  Some very specific rules about the Faction's ability to interact with the player and other Factions.
   "custom":{
      "offersCommissions":true,
      "engagesInHostilities":true,
      "buysAICores":true,
      "AICoreValueMult":3,
      "AICoreRepMult":3,
      "buysSurveyData":true,
   },   

   This is very important; essentially, it's a list of the different fleets that can be generated by the game, built up by referencing the Variants listed here for various Roles.
   "shipRoles":{
      "fastAttack":{
         "nifty_faction_cutlass_default":10,
         "fallback":{"combatSmall":1},
      },
   
      "escortSmall":{
         "nifty_faction_cutlass_default":10,
         "fallback":{"combatSmall":1},
      },
      "escortMedium":{
         "nifty_faction_cutlass_default":10,
         "nifty_faction_explorer_default":10,
         "nifty_faction_crab_default":10,
         "nifty_faction_aegean_default":7,
         "fallback":{"combatMedium":1},
      },
      "combatSmall":{
         "nifty_faction_cutlass_default":10,
         "fallback":{"escortSmall":1},
      },
      "combatMedium":{
         "nifty_faction_cutlass_default":10,
         "nifty_faction_explorer_default":10,
         "nifty_faction_crab_default":10,   
         "nifty_faction_aegean_default":7,         
         "fallback":{"combatSmall":2},
      },
      "combatLarge":{
         "nifty_faction_vespucci_default":10,   
         "nifty_faction_kraken_default":5,            
         "fallback":{"combatMedium":2},
      },
      "combatCapital":{   
         "nifty_faction_vespucci_default":5,   
         "nifty_faction_kraken_default":10,         
         "fallback":{"combatLarge":2},
      },
      
      # hybrid ships with good combat and cargo capacity
      "combatFreighterSmall":{
         "nifty_faction_hudson_default":10,
         "fallback":{"freighterSmall":1},
      },
      "combatFreighterMedium":{
         "nifty_faction_hudson_default":10,
         "nifty_faction_explorer_default":10,      
         "fallback":{"combatFreighterSmall":2},
      },
      "combatFreighterLarge":{
         "nifty_faction_hudson_default":10,
         "nifty_faction_explorer_default":10,   
         "fallback":{"combatFreighterMedium":2},
      },
      
      "civilianRandom":{
         "nifty_faction_hudson_default":10,
         "fallback":{"freighterSmall":1},
      },
   
   
      # carriers
      "carrierSmall":{
         "nifty_faction_hudson_default":10,
         "nifty_faction_vespucci_default":5,               
         "fallback":{"carrierMedium":0.5},
      },
      "carrierMedium":{
         "nifty_faction_vespucci_default":10,               
         "fallback":{"carrierSmall":2},
      },
      "carrierLarge":{
         "nifty_faction_vespucci_default":10,   
         "fallback":{"carrierMedium":2},
      },
   
      # freighters and such
      "freighterSmall":{
         "nifty_faction_hudson_default":10,
         "fallback":{"freighterMedium":0.5},
      },
      "freighterMedium":{
         "nifty_faction_hudson_default":10,
         "fallback":{"freighterSmall":2},
      },
      "freighterLarge":{
         "nifty_faction_hudson_default":10,
         "fallback":{"freighterMedium":2},
      },
      
      "tankerSmall":{
         "nifty_faction_hudson_default":10,
         "fallback":{"tankerMedium":0.5},
      },
      "tankerMedium":{
         "nifty_faction_hudson_default":10,
         "fallback":{"tankerSmall":2},
      },
      "tankerLarge":{
         "nifty_faction_hudson_default":10,
         "fallback":{"tankerMedium":2},
      },
      
      "personnelSmall":{
         "nifty_faction_hudson_default":10,
         "fallback":{"personnelMedium":0.5},
      },
      "personnelMedium":{
         "nifty_faction_hudson_default":10,
         "fallback":{"personnelSmall":2},
      },
      "personnelLarge":{
         "nifty_faction_hudson_default":10,      
         "fallback":{"personnelMedium":2},
      },
      
      # utility ships
      "tug":{
         "nifty_faction_hudson_default":10,
         "fallback":{"utility":1},
      },
      "crig":{
         "nifty_faction_hudson_default":10,
         "fallback":{"utility":1},
      },
      "utility":{
         "nifty_faction_hudson_default":10,
      },
   },

   Optional!  This can tilt Captain "personality" types towards various kinds.  Defaults to Steady.
   "traits":{
      "captain":{
         "timid":1,
         "cautious":14,
         "steady":7,
         "aggressive":3,
         "reckless":1,
      },
   },

   I'm not sure if this is optional or not, but essentially it goes with shipRoles, above, to determine the composition of randomly-generated fleets.
   "doctrine":{
      # ship distribution
      "small":8,
      "fast":10,
      "medium":10,
      "large":5,
      "capital":1,
      
      # as fraction of combat ships of same size
      "escortSmallFraction":1,
      "escortMediumFraction":1,
      
      # freighters are balanced
      "combatFreighterProbability":0.5,
         
      # tend toward smaller
      "minPointsForCombatCapital":25,
      "minPointsForLargeCarrier":20,
      
      # increased preference for carriers
      "smallCarrierProbability":0.4,
      "mediumCarrierProbability":0.4,
      "largeCarrierProbability":0.4,
         
      # officers ; My Nifty Faction is somewhat elite
      "officersPerPoint":0.45,
      "officerLevelPerPoint":0.4,
      "officerLevelBase":7,
      "officerLevelVariance":0.35,
      
      "commanderSkillsPerLevel":0.2,
      "commanderSkillChance":0.5,
      "commanderSkillLevelPerLevel":0.3,
      "commanderSkills":{
         "officer_management":2,
         "coordinated_maneuvers":7,
         "fighter_doctrine":10,
         "electronic_warfare":10,
      },
   },
},
[close]

Once you have these two things done, you're done with the core part of building a Faction.  The rest of it's building actual content (ships and variants and weapons, populating strings, etc.).  To see the Faction spawn in the game, I'd really recommend using EZ Faction, which is some code I wrote to make that part extremely simple, and then considering whether to make your Faction compatible with DynaSector (although, IIRC, DynaSector requires that the maintainer approves your mod for inclusion for whatever silly reasons).
« Last Edit: July 31, 2017, 01:30:41 PM by xenoargh »
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Regoso

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3485 on: July 31, 2017, 03:02:54 PM »

Yes, it's actually fairly simple, you just need to write a .faction file, and include the faction in an otherwise-blank factions.csv file, like this:

Code
faction
data/world/factions/my_nifty_faction.faction

Faction files are pretty complicated-looking, but most of it's pretty easy to follow:

Once you have these two things done, you're done with the core part of building a Faction.  The rest of it's building actual content (ships and variants and weapons, populating strings, etc.).  To see the Faction spawn in the game, I'd really recommend using EZ Faction, which is some code I wrote to make that part extremely simple, and then considering whether to make your Faction compatible with DynaSector (although, IIRC, DynaSector requires that the maintainer approves your mod for inclusion for whatever silly reasons).

omg https://media.giphy.com/media/2WxWfiavndgcM/200.gif i spent hours yesterday trying to find a way to get the faction in the game. iv  almost got everything else done even the .faction file is just need to do variants and 1-2 more of the weapons.
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Undefined

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3486 on: August 04, 2017, 03:07:28 AM »

Another quick one, is it possible to modify a market's BaseQualityFactor?
I'd like to create a condition that adjusts the strength of fleets that market creates and it seems that it would be the most efficient method. If not I guess replacing the Fleet script for that market entirely would be the best route?

I decided to implement the replacing the fleet script approach, leading to an additional question:

Code
List<FleetMemberAPI> members = fleet.getFleetData().getMembersInPriorityOrder();
for (FleetMemberAPI member : members) {
member.getStats().getBallisticWeaponDamageMult().modifyPercent("", 0.15f);
member.getStats().getBeamWeaponDamageMult().modifyPercent("", 0.15f);
member.getStats().getMissileWeaponDamageMult().modifyPercent("", 0.15f);
}

Using this approach, would any ships in that fleet subsequently disabled and captured as derelicts also be given this boost or would it be removed and a new base hull generated?
I guess I could reset the mults after battle with the player if I give them an Id and it's present, or perhaps a better approach would be giving them a hullmod with the same effect and removing it if it is present after a battle or when salvaged?
« Last Edit: August 04, 2017, 01:27:18 PM by Undefined »
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Morrokain

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3487 on: August 04, 2017, 12:55:48 PM »

So maybe this is the EZ faction utility mod at work here, but I thought there were many levels of reputation per faction in the campaign?

I'm only seeing it jump from: NEUTRAL(-10-30?) FRIENDLY(30-69) COOPERATIVE(70-100) during a script test?

Has it changed from how it was before with things like FAVORABLE, WELCOMING etc?

I ask because scripts and descriptions based on those aren't showing up from what I can see  :-\

Edit: Nvm, ugh I'm silly.   :P

For some reason I thought the number scale for rep worked differently, but after further testing its just that the levels above friendly are below 50 and the ranges I was looking at was greater than 50 at the time  :-[
« Last Edit: August 06, 2017, 08:49:34 PM by Morrokain »
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bananana

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3488 on: August 06, 2017, 02:55:45 AM »

sup, SS.
trying modding. sadly, without much success.
therefore need help.

carrier, while launching fighters, generates copies of its own sprite, that fly to the mass center of the carrier.
carrier also has no collisions, despite having bounds properly set.
Spoiler
[close]
heres .ship contents
Spoiler
{
  "bounds": [
    -42.5,
    1.5,
    -51,
    10,
    -79,
    10,
    -79,
    28,
    -67,
    28,
    -45.5,
    48.5,
    -34.5,
    48.5,
    -14.5,
    68.5,
    -5.5,
    59.5,
    37.5,
    59.5,
    37.5,
    45.5,
    48.5,
    34.5,
    48.5,
    -34.5,
    37.5,
    -45.5,
    37.5,
    -59.5,
    -5.5,
    -59.5,
    -14.5,
    -68.5,
    -34.5,
    -48.5,
    -45.5,
    -48.5,
    -67,
    -28,
    -79,
    -28,
    -79,
    -10,
    -51,
    -10,
    -42.5,
    -1.5
  ],
  "builtInWings": [],
  "center": [
    67.5,
    78.5
  ],
  "collisionRadius": 0,
  "engineSlots": [
    {
      "angle": -135,
      "contrailSize": 3.536,
      "length": 20.152542,
      "location": [
        -29.5,
        -52.5
      ],
      "style": "HIGH_TECH",
      "width": 3.535534
    },
    {
      "angle": 135,
      "contrailSize": 3.536,
      "length": 20.152542,
      "location": [
        -29.5,
        52.5
      ],
      "style": "HIGH_TECH",
      "width": 3.535534
    },
    {
      "angle": -135,
      "contrailSize": 3.536,
      "length": 20.152542,
      "location": [
        -27.5,
        -54.5
      ],
      "style": "HIGH_TECH",
      "width": 3.535534
    },
    {
      "angle": 135,
      "contrailSize": 3.536,
      "length": 20.152542,
      "location": [
        -27.5,
        54.5
      ],
      "style": "HIGH_TECH",
      "width": 3.535534
    },
    {
      "angle": -135,
      "contrailSize": 3.536,
      "length": 20.152542,
      "location": [
        -25.5,
        -56.5
      ],
      "style": "HIGH_TECH",
      "width": 3.535534
    },
    {
      "angle": 135,
      "contrailSize": 3.536,
      "length": 20.152542,
      "location": [
        -25.5,
        56.5
      ],
      "style": "HIGH_TECH",
      "width": 3.535534
    },
    {
      "angle": -135,
      "contrailSize": 3.536,
      "length": 20.152542,
      "location": [
        -23.5,
        -58.5
      ],
      "style": "HIGH_TECH",
      "width": 3.535534
    },
    {
      "angle": 135,
      "contrailSize": 3.536,
      "length": 20.152542,
      "location": [
        -23.5,
        58.5
      ],
      "style": "HIGH_TECH",
      "width": 3.535534
    },
    {
      "angle": -135,
      "contrailSize": 3.536,
      "length": 20.152542,
      "location": [
        -21.5,
        -60.5
      ],
      "style": "HIGH_TECH",
      "width": 3.535534
    },
    {
      "angle": 135,
      "contrailSize": 3.536,
      "length": 20.152542,
      "location": [
        -21.5,
        60.5
      ],
      "style": "HIGH_TECH",
      "width": 3.535534
    },
    {
      "angle": -135,
      "contrailSize": 3.536,
      "length": 20.152542,
      "location": [
        -19.5,
        -62.5
      ],
      "style": "HIGH_TECH",
      "width": 3.535534
    },
    {
      "angle": 135,
      "contrailSize": 3.536,
      "length": 20.152542,
      "location": [
        -19.5,
        62.5
      ],
      "style": "HIGH_TECH",
      "width": 3.535534
    }
  ],
  "height": 127,
  "hullId": "TF_D3C4",
  "hullName": "D3C4",
  "hullSize": "DESTROYER",
  "shieldCenter": [
    0,
    -0.5
  ],
  "shieldRadius": 92.5,
  "spriteName": "graphics/TF/ships/carrier small.png",
  "style": "HIGH_TECH",
  "viewOffset": 0,
  "weaponSlots": [
    {
      "angle": 0,
      "arc": 360,
      "id": "WS0001",
      "locations": [
        0,
        -0
      ],
      "mount": "TURRET",
      "size": "LARGE",
      "type": "UNIVERSAL"
    },
    {
      "angle": 180,
      "arc": 0,
      "id": "WS0002",
      "locations": [
        -19.5,
        -0
      ],
      "mount": "HIDDEN",
      "size": "SMALL",
      "type": "SYSTEM"
    },
    {
      "angle": 0,
      "arc": 360,
      "id": "LB 1",
      "locations": [
        9,
        38,
        9,
        43,
        9,
        48,
        9,
        53
      ],
      "mount": "HIDDEN",
      "size": "LARGE",
      "type": "LAUNCH_BAY"
    },
    {
      "angle": 0,
      "arc": 360,
      "id": "LB 2",
      "locations": [
        9,
        -38,
        9,
        -43,
        9,
        -48,
        9,
        -53
      ],
      "mount": "HIDDEN",
      "size": "LARGE",
      "type": "LAUNCH_BAY"
    }
  ],
  "width": 135
}
[close]
can someon help me, please? what am i doing wrong.

« Last Edit: August 06, 2017, 03:11:47 AM by passwalker »
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AxleMC131

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3489 on: August 06, 2017, 03:11:45 AM »

...
  "collisionRadius": 0,
...

@passwalker I think this might be the culprit.
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bananana

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3490 on: August 06, 2017, 03:19:35 AM »

...
  "collisionRadius": 0,
...

@passwalker I think this might be the culprit.
thanks. set it to 150, works brilliant.
but how exactly do i set it? do i always have to manually edit .ship after i generate it from ship editor? and how much this radius should be?
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AxleMC131

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3491 on: August 06, 2017, 10:48:43 PM »


 thanks. set it to 150, works brilliant.
but how exactly do i set it? do i always have to manually edit .ship after i generate it from ship editor? and how much this radius should be?


If you set the ship's centre of mass in the ship editor (by pressing "C"), you can left click to place the COM and hold Ctrl to adjust the radius (and then left click to confirm it).

Having said that, looking at your file you managed to do exactly that for the shield radius just fine, so I'm really confused how you couldn't do the same for the COM and collision radius.  ???
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bananana

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3492 on: August 08, 2017, 03:03:48 AM »

sup, FS!
is there a way i can set flux vent exhaust point separately from shield center point? i mean without writing scripts, just through stats.
also
what makes ion beam so ion? where does IonBeamEffect hides? i can't find.
« Last Edit: August 08, 2017, 03:17:19 AM by passwalker »
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xenoargh

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3493 on: August 08, 2017, 10:09:08 AM »

Flux venting is done automatically and is pretty much hard-coded to use the ship's collision box as the basis; so far as I know, Alex hasn't exposed that part of the engine to us.  But you can make it invisible in hull_styles.json and use my FX system to make a new effect if you want.

IonBeamEffect is in the Starsector API, which is located in starsector_core.  Unzip that file somewhere and has all of the code that's currently exposed.
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bananana

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3494 on: August 09, 2017, 12:27:25 AM »

Flux venting is done automatically and is pretty much hard-coded to use the ship's collision box as the basis; so far as I know, Alex hasn't exposed that part of the engine to us.  But you can make it invisible in hull_styles.json and use my FX system to make a new effect if you want.

IonBeamEffect is in the Starsector API, which is located in starsector_core.  Unzip that file somewhere and has all of the code that's currently exposed.
thanks, that's very helpful, i'll try that.

also another question
where can i read something about collision types for projectiles? and is it possible to make projectile "ghost" through both shield AND hull, while dealing damage? i remember the Nidhoggr lance from shadowyards could ghost through hull long time ago, not sure if it still does. did't find anything fancy in .proj.

also another question
is it possible to make a fighter wing out of several different fighters? like a wing of 1 pirahna with 2 wasp escorts.
also can fighters be carriers? i mean launch fighters and so on
« Last Edit: August 09, 2017, 06:05:59 PM by passwalker »
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