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Author Topic: Misc modding questions that are too minor to warrant their own thread  (Read 1719274 times)

Sproginator

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #315 on: March 19, 2013, 04:08:55 AM »

Hmm. Let me see about allowing decorative slots to render under the hull...

Can you also do this for all weapons PLEASE :D
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sdmike1

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #316 on: March 19, 2013, 07:32:57 AM »

Hmm. Let me see about allowing decorative slots to render under the hull...

Can you also do this for all weapons PLEASE :D
I think he said sometime or another that there was an issue with the shots rendering funky when he did that :)

Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #317 on: March 19, 2013, 08:46:20 AM »

is it possible to change how fast a weapon rotates while firing/on cooldown independent of default rotate speed?

I'm trying to make an "assault beam" weapon that doesn't rotate too fast while idle but can still catch up to frigs n stuff while firing

Not possible, that multiplier is both global (i.e. not per-weapon) and hardcoded.

(The game started out without that, btw. It turned out to be exceedingly annoying to have weapons turn that slowly when they're not firing. There wasn't a sweet spot where weapons both turn slowly enough for the turn rate to actually matter in-game and quickly enough to where I didn't want to break things while waiting for them to turn. Hence, faster turn rate while idle.)
« Last Edit: March 19, 2013, 08:48:45 AM by Alex »
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PCCL

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #318 on: March 21, 2013, 02:23:03 AM »

shame... guess I'll have to compromise on that....

maybe I'll make it work on ammo instead of cooldown, this way it could be "idle" between shots and still work like I want

does ammo regen start ticking when the weapon is not full? Or is it like it ticks regularly and just gives u a shot when it reaches the point?
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #319 on: March 21, 2013, 02:40:33 PM »

The latter (ticks regularly), which isn't intentional and doesn't seem good. Changed so that it only starts ticking when ammo is less than full.
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PCCL

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #320 on: March 21, 2013, 05:42:06 PM »

oh... guess my weapon will have to wait till next version...

thanks alex :)
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Durandal4532

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #321 on: March 22, 2013, 11:57:55 AM »

So is there absolutely no way to randomize dialog?

I'd love to have people say something other than a single phrase when I met their fleets.
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Thule

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #322 on: March 22, 2013, 12:11:54 PM »

So is there absolutely no way to randomize dialog?

I'd love to have people say something other than a single phrase when I met their fleets.

Would be cool if it would work like with the soundfiles, where it picks one randomly if offered multiple choices.
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Durandal4532

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #323 on: March 22, 2013, 12:27:56 PM »

So is there absolutely no way to randomize dialog?

I'd love to have people say something other than a single phrase when I met their fleets.

Would be cool if it would work like with the soundfiles, where it picks one randomly if offered multiple choices.

Yeah!

Lacking any real ability to create sprite art, I was hoping to just plug in a gigantic amount of extra dialog to make things less same-y.

I was even thinking maybe having levels of rarity for the sayings and adding variables so that things didn't wind up obviously repeating too quickly. Maybe once every 5000, someone says "Hey, is that [playername]? We were [whatever the player selected at start]'s together! Happy trails!", but also have 10-20 stock hails that could be explained as unfamiliar people reading from a phrasebook.
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phyrex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #324 on: March 23, 2013, 04:01:42 PM »

hey hey its me again, noob apprentice mod maker.

this time, the problem is with one of my weapon.

its branded as a PD weapon with 3 barrels (like the heavy autocannon), lower damage than average but much faster fire-rate. its turn rate is the same as the vulcan.

yet, unless the missile is coming dead-on the gun, they cant track them and keep lagging behind.

say a harpoon streak by the ship, the gun just keep shooting, lagging only slightly behind the missile :S
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LazyWizard

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #325 on: March 23, 2013, 04:08:40 PM »

hey hey its me again, noob apprentice mod maker.

this time, the problem is with one of my weapon.

its branded as a PD weapon with 3 barrels (like the heavy autocannon), lower damage than average but much faster fire-rate. its turn rate is the same as the vulcan.

yet, unless the missile is coming dead-on the gun, they cant track them and keep lagging behind.

say a harpoon streak by the ship, the gun just keep shooting, lagging only slightly behind the missile :S

I think I remember someone having a similar problem a while back. If I recall correctly, you need to have the middle barrel of your gun be the first defined in the .weapon file so it uses that one to aim.
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phyrex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #326 on: March 23, 2013, 04:53:14 PM »

hey hey its me again, noob apprentice mod maker.

this time, the problem is with one of my weapon.

its branded as a PD weapon with 3 barrels (like the heavy autocannon), lower damage than average but much faster fire-rate. its turn rate is the same as the vulcan.

yet, unless the missile is coming dead-on the gun, they cant track them and keep lagging behind.

say a harpoon streak by the ship, the gun just keep shooting, lagging only slightly behind the missile :S

I think I remember someone having a similar problem a while back. If I recall correctly, you need to have the middle barrel of your gun be the first defined in the .weapon file so it uses that one to aim.

ah, i thought it would be a similar oddity. but i also recall when i did those weapons, the weapon recoil didint properly animated until i put the "-" in a very specific order.
he, ill just do what you said and see what happens

edit : it just occured to me i was trying to have my PD be able to gun down salamenders. are PD supposed to be able to gun those as easily as harpoons and the like ? if no, then my PD are fine after all. if yes, then they are still lagging behind despite doing what lazywizard suggested
« Last Edit: March 23, 2013, 05:03:04 PM by phyrex »
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LazyWizard

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #327 on: March 23, 2013, 05:05:34 PM »

Target leading accuracy isn't perfect, it depends on your ship's crew level and your character's skills. Try testing with Elite crew and see if there's a difference. :)
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phyrex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #328 on: March 23, 2013, 05:23:34 PM »

Target leading accuracy isn't perfect, it depends on your ship's crew level and your character's skills. Try testing with Elite crew and see if there's a difference. :)

yup it did. i guess that means my PDs are perfectly fine.

thanks

check the sig to try it out ;) (yeah i no, dont spam ads for my mod :P)

running the modding gauntlet up to now has really been daunting. im really scared for the campaign part. its much more stuff than what i did up to now
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Thule

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #329 on: March 24, 2013, 01:50:04 PM »

Hi guys,

i was wondering how i could specify a certain sound for the explosions of my weapons.

i guess it works like with the flak explosion sound.
the code of the shot looks like this:
Code
{
"id":"thule_light_hunker_shot",
"specClass":"projectile",
"spawnType":"BALLISTIC",
"collisionClass":"PROJECTILE_FF",
"collisionClassByFighter":"PROJECTILE_FIGHTER",
"length":20.0,
"width":4.5,
"fadeTime":0.2,
"fringeColor":[165,75,255,255],
"coreColor":[245,235,255,255],
"textureScrollSpeed":64.0,
"pixelsPerTexel":5.0,
"bulletSprite":"graphics/TL/missiles/thule_shell_medium.png",
"behaviorSpec":{"behavior":"PROXIMITY_FUSE",
"range":25,
"explosionSpec":{"duration":0.1f,
"radius":35,
"coreRadius":25, # full damage within core radius - also equal to proximity fuse range
"collisionClass":PROJECTILE_FF,
"collisionClassByFighter":PROJECTILE_FIGHTER,
"particleSizeMin":2.5,
"particleSizeRange":3.0,
"particleDuration":1,
"particleCount":100,
"particleColor":[245,235,255,255],
"sound":"thule_explosion_hunker"},
}

}

what parameters would i have to change (if possible) that it's not triggered like a PROXIMITY_FUSE rather then a normal on_hit effect.?
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