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

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Messages - cjy4312

Pages: [1] 2 3
1
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 06, 2024, 12:18:47 AM »
 ;D
maybe we need a "Recover and Mothball" button

2
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 04, 2024, 02:53:34 AM »
Hi Alex
Wolf-Class's missile weapon slots are misaligned too

Code
{
            "angle": 0,
            "arc": 5,
            "id": "WS 005",
            "locations": [
                12,
                20
            ],
            "mount": "HARDPOINT",
            "size": "SMALL",
            "type": "MISSILE"
        },
        {
            "angle": 0,
            "arc": 5,
            "id": "WS 006",
            "locations": [
                11,
                -19
            ],
            "mount": "HARDPOINT",
            "size": "SMALL",
            "type": "MISSILE"
        }

3
Mods / Re: [0.96a] Ashes of The Domain
« on: November 12, 2023, 11:04:20 PM »
Hi Kaysaar
There is a trouble when upgrading Vanilla Industries by startUpgrading()
like this:(Nex)
10445951 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.startUpgrading(BaseIndustry.java:572)
   at exerelin.world.industry.HeavyIndustry.apply(HeavyIndustry.java:135)
   at exerelin.world.NexMarketBuilder.addIndustriesToMarket(NexMarketBuilder.java:997)
   at exerelin.world.NexMarketBuilder.addIndustriesToMarket(NexMarketBuilder.java:924)
   at exerelin.campaign.ColonyManager.buildIndustries(ColonyManager.java:1600)
   at exerelin.campaign.ColonyManager.buildIndustries(ColonyManager.java:1620)
   at exerelin.campaign.ColonyManager.upsizeMarket(ColonyManager.java:282)
   at exerelin.campaign.ColonyManager.updateMarkets(ColonyManager.java:188)
   at exerelin.campaign.ColonyManager.reportEconomyTick(ColonyManager.java:1421)
   at com.fs.starfarer.campaign.CampaignEngine.reportEconomyTick(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

I guess this caused by unresearched techtree
Is there any solution to this problem?

4
Modding / Ships created by "engine.createFXDrone" have no ID
« on: October 17, 2023, 06:36:15 AM »
Hi Alex!

For some reason, I need to identify ships based on their IDs. and then I realized that ships created by "engine.createFXDrone" just have a empty ID.

Even though I can differentiate them by adding different tags,but I can't do this to other mods

So I hope the CombatEngine will add Unique IDs after these ships created in the future.

Sorry for my poor English,it may cause some misunderstandings?

5
Mods / Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
« on: May 13, 2023, 05:23:44 AM »
Hi!
I can see this thing when Big Mac join battle as enemy or friend(Not player ship) :P

6
Why do you need Logger access to the mothership?

If you can explain exactly what you're trying to do here, I may be able to help.

I use a flight control script to make drone fly around with mother ship, fly to damaged armor grid and repair it. If there are enemies nearby drone will keep a distance with nearest enemy  (by lazylib.combat.AIUtils.getNearestEnemy(ship))
script works normally most of the time, but sometimes drones fly towards the enemy ignored threat check
I just hope logger can tell me when and why threat check not work  :P

ps:This is not very important prolem. I can make drones working within the shield only to instead threat check


7
It's a drone AI ,need run something with mothership after drone created,so I cant put it in ModPlugin directly
If I ignore the part of mothership, Logger can work normally when set by ModPlugin.pickShipAI.
But I need Logger for mothership :'(
What should I do?

8
hi ,I have a problem with modding
Any weapon with 0 damage will cause incorrect display of flux value(this weapon and the weapon group, All will be ZERO).
I think it should be a bug :P

9
Modding / Re: [Modding]How can I hide the armor damage text?
« on: March 13, 2022, 10:34:24 PM »
Alright,I solved the problem by myself
It's just need a huge armor value  :-X

10
Modding / [Modding]How can I hide the armor damage text?
« on: March 12, 2022, 06:45:12 AM »
Hi everyone!
  Im trying to make a module shield, the modules can record the damage by damage listener, and send flux to ship.
now I have a problem:
  projectiles onhit sound will not play If I set module's armor damage taken multiple to ZERO.But if I set armor damage taken multiple to 0.01f. yellow armor damage text will appear.
  Is there any way to hide that text or play sound when hit on a invincible armor? :-[
 



[attachment deleted by admin]

11
Modding / Re: [0.95a]A problem about bar event
« on: July 16, 2021, 08:19:18 PM »
Right yeah you can't have two options link to the same rule condition by having the option ids be the same - the game will link them on one line, but you can have the unique option ids link to essentially the same response by copying the initial rule you want to point to and having the second version's condition be the second option id you want to use.

Rough example:

options:
                 options.addOption("TextA", OptionId.A);
                 options.addOption("TextB", OptionId.B);
                 options.addOption("TextC", OptionId.C);

rule 1
condition: id == OptionId.A
run script A
generate text A

rule 2
condition: id == OptionId.B
run script B
generate text B

rule 3
condition: id == OptionId.C
run script B
generate text B

thank u , im going to use this

12
Modding / [0.95a]A problem about bar event
« on: July 16, 2021, 08:04:43 AM »
hi!

Im trying to addOption with same optionId
for example:

      {........
                 options.addOption("TextA", OptionId.A);
                 options.addOption("TextB", OptionId.B);
                 options.addOption("TextC", OptionId.B);
                 break; 
          case A:
                ....................
                   ........}
It will like this in game:
                         1.TextA
                         3.2TextB
                         TextC

If I use different optionId like
       {........
                 options.addOption("TextA", OptionId.A);
                 options.addOption("TextB", OptionId.B);
                 options.addOption("TextC", OptionId.C);
                 break; 
          case A:
                ....................
                   ........}
It will be normal:
                         1.TextA
                         2.TextB
                         3.TextC

Is this a bug?

*I uploaded two screenshots to show this thing


[attachment deleted by admin]

13
Hi! It looks like you're probably not setting the sprite's center? Assuming the replacement sprite is the same size as the original - which iirc it needs to be - the center needs to be set to be the same as the original sprite.

newSprite.setCenter(oldSprite.getCenterX(), oldSprite.getCenterY())

Or some such...
setCenter worked,thank you!
but setSprite is still not working in campain
I tried use shipsystem to run that code in campain combat, it's okay,but it just not work in Hullmod.applyEffectsAfterShipCreation  :(

14
but setCenter is worked,thank you!

15
I changed “wolf_Starting”  to get my ship in campaign, when ship created by "no wing" variant,It looked like pic.b.
when I add a wing ,sprite and flux dissipation will be reset but not turn back again after I remove that wing :(

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