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Messages - bananana

Pages: [1] 2 3 ... 16
1
you mention being uncomfortable with the way crew replacer is implemented...
mainly the fact that it requires to jump through extra hoops to add a commodity reskin, it works only for crew, and it doesn't address the fundamental cause for it's existence, rather it does a roundabout shenanigans to "catch" the crew consumption event and process it with alternative commodity
(if i understand what it does properly)
way too complicated solution for a simple issue that i would deem unsolvable otherwise.
i mean from a modmaker perspective.
i wouldn't give a second thought adding it to playthrough if someone else's mod required it
but i am apprehensive to tie my own mod to it, despite it fulfilling a crucial feature that i need, simply because i don't want to deal with issues i cannot understand.

2
No worries, you're not being rude at all, and I appreciate the clarification!

Just had a quick look and unfortunately this isn't trivial on my end. There's getCrew() and getMarines() methods, and iirc the sum of those is what gets used, and lots of places assume that getCrew() returns the actual crew-commodity-count. And then there's the crew/marine counts shown in the lower left in the campaign, etc. It's just - things like this, that vanilla does not use, are pretty hard to add without bugs and/or breaking them later (and not noticing, due to not having a vanilla use case). It'd need to be absolutely trivial, and this isn't.
a question/request about that actually
is it likely, or even possible, sometime in the future, that scripted interactions check for demand class amount, instead of a specific commodity by name?
there is already such a column in the commodities.csv, but from my (frankly limited) investigation, it is not used for anything _but_ market economy
changing - or even allowing to - check for demand class in, say, salvage dialog, would allow to supply both vanilla crew, and also anything that has "crew" as demand class
i mean purely concerning vanilla game usage
that "crew replacement" mod exists, but the way it is implemented makes me apprehensive to touch it, and frankly, this should've been a thing along time ago in vanilla anyway
sorry for being presumptious, but since the issue is already being raised, might as well throw in my own frustration with it
just
missed opportunity, it feels like
one that would take way too much work to rectify, on account of it's cause being buried deep in the obfuscated code

3
Modding / Re: Dear modders, re: faction specific hullmods
« on: March 18, 2024, 09:49:49 PM »
These things clog up the hullmod menu something fierce. If you aren't going to let people use them (or only make them useful on your OC don't steal faction), either let us use them, or hide them unless the player actually owns a relevant ship.
simple laziness
it is neither hard nor time consuming to make the hullmod just not appear in the list at all if it is not compatible with a specific ship
3 lines of code, at worst

4
is there any other way to move player fleet to another system?
i need the move to happen specifically while in dialogue, while paused
.doHyperspaceTransition works, but that also requires setting up an extra janky script that unpauses game for exactly 5s and then pauses it back again

5
question
is there another way to play a sound streamed from disk - i.e. without taking up preload memory - other than playCustomMusic ?
or to play more than one music simultaneously?

6
My guess would be that the bombs do some kind of "how long should it take to travel to max range" calculation based on this multiplier, and if it's really low, they may end up with some weird numbers. You could check if that's the case by using less extreme values - but I'm not sure exactly what you're doing, of course.

well, the bombs have 0 proj speed, and a non-zero launch speed, so they're supposed to slow down to zero and stay there
and the multiplier is 2f, a +100% speed bonus
which should result in the same 0 proj speed
i tested again and the issue only happens when getProjectileSpeedMult.modifyMult is above zero and proj speed is lesser than launch speed
something suspicious happening tbh, i guess something odd in the prox fuze code?

7
question
is stats.getProjectileSpeedMult() bugged?
it is used exactly once, in the since unused skill ranged_specialization
using it in the hullmod of my own making caused some rather interesting side effects, namely making proximity fuze bombs not explode forever
and i'm not sure where to put the blame, whether it is the stat itself being weird, or my own incompetence

8
question
how can i disable a weapon permanently without triggering any visual effects or floating text?

9
question
is it possible to change the sprite of an individual projectile/missile in combat
the goal is to have 4 missiles from the same spec, but all have different sprite
to avoid making more dummy weapons unnecessarily

10
deleted

11
question
i just noticed that weapon.getSlot().getLocation().set() is a thing now, and it actually moves a weapon around the ship
this is very cool, and i will definitely make use of that for some purpose
problem is, it affects the entire hull spec, not just one specific shipAPI entity
so, my question is, is there some clean way to make it only affect one ship? without delving into semi-obfuscated methodhandle witchcraft? there is and ensureClonedSpec for weaponAPI, which is used for making changes to weapons fire offsets and stuff. is there something similar to that but for ship/hull/spec/variant ? nothing i tried so far seemed to work, so i'm uncertain on actual use case...

12
Modding Resources / Re: [0.96a] LunaLib
« on: June 21, 2023, 05:37:50 PM »
will there be a version of this lib without integrated version checker spyware?
it is very inconvenient having to drop all the mods that require it because of this issue

13
is it possible to get the length of the sound
or detect the event of when playSound stops playing
so i can play several sounds consecutively without delay

14
is it possible to move individual barrel of a weapon via script?
like when it fires in alternating mode and barrels recoil one by one
but without firing, just move it directly via everyframe script?

15
is it possible, in any way at all, to spawn a customVisualDialog, or some part thereof, or just a customPanel with buttons in it
from inside the refit screen
without closing the refit screen
or in some other way make an interactive popup with several buttons in it, that pops up in response to some action in the refit screen

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