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Messages - Hrath

Pages: [1]
1
Modding / Re: mod site
« on: February 28, 2012, 11:31:11 PM »
I think anything along the lines of http://www.twcenter.net/forums/ would be spectacular :P

2
Modding / Re: I'm having a bit of trouble modding a mission.
« on: February 28, 2012, 11:28:17 PM »
Did you edit this in the core starfarer files? If you have; you have to have it as a mod in a folder with the ship; or else it can't read the .ship files or find it.

3
General Discussion / Re: LEAST Favorite Ship
« on: February 26, 2012, 10:08:29 PM »
Onslaught- No question....
It has horrible turning rate, and a very suckish firepower, meaning that if your forces get too far away, anyone get blown them to bits, and then just go after you. The firepower is WAAAAAYYYYY too meagre on this beast for the weight that it is, they really should adjust that!

4
Modding / Re: Need some Help (missions)
« on: February 26, 2012, 09:55:28 PM »
I tried that, the new file is:
MissionDefinition CLASS:
Êþº¾   1    +data/missions/thewolfpack/MissionDefinition  java/lang/Object  4com/fs/starfarer/api/mission/MissionDefinitionPlugin <init> ()V Code
    LineNumberTable LocalVariableTable this -Ldata/missions/thewolfpack/MissionDefinition;
defineMission 6(Lcom/fs/starfarer/api/mission/MissionDefinitionAPI;)V       &com/fs/starfarer/api/mission/FleetSide   PLAYER (Lcom/fs/starfarer/api/mission/FleetSide;  ISS       $com/fs/starfarer/api/fleet/FleetGoal   ATTACK &Lcom/fs/starfarer/api/fleet/FleetGoal; ! # " 1com/fs/starfarer/api/mission/MissionDefinitionAPI $ %    initFleet e(Lcom/fs/starfarer/api/mission/FleetSide;Ljava/lang/String;Lcom/fs/starfarer/api/fleet/FleetGoal;ZI)V     ' (  ENEMY * HSS     , -  ESCAPE / Independent raiding party ! 1 2 3 setFleetTagline =(Lcom/fs/starfarer/api/mission/FleetSide;Ljava/lang/String;)V 5 Hegemony convoy with escort 7 BThe enemy ships will attempt to flee towards the bottom of the map ! 9 : ; addBriefingItem (Ljava/lang/String;)V = BControlling the Nav Buoys is critical to preventing a quick escape ? &Disable as many enemy ships as you can A ISS Batavian must survive C
medusa_Attack    E G F *com/fs/starfarer/api/fleet/FleetMemberType H I SHIP ,Lcom/fs/starfarer/api/fleet/FleetMemberType; K ISS Batavian ! M N O
addToFleet ¦(Lcom/fs/starfarer/api/mission/FleetSide;Ljava/lang/String;Lcom/fs/starfarer/api/fleet/FleetMemberType;Ljava/lang/String;Z)Lcom/fs/starfarer/api/fleet/FleetMemberAPI; Q wolf_Strike ! S N T ”(Lcom/fs/starfarer/api/mission/FleetSide;Ljava/lang/String;Lcom/fs/starfarer/api/fleet/FleetMemberType;Z)Lcom/fs/starfarer/api/fleet/FleetMemberAPI; V tempest_Attack X    wasp_wing    E Z [ I FIGHTER_WING ] gemini_Standard _ dagger_wing ! a b ; defeatOnShipLoss d enforcer_Balanced f
hound_Assault h    lasher_CS j tarsus_Standard l
talon_wing n mining_drone_wingFz  FZÀ  ! r s t initMap (FFFF)V
 v x w java/lang/Math y z random ()DBÈ  DH   ! ~  €    addNebula (FFF)V>™™š?@   „
comm_relay ! † ‡ ˆ addObjective (FFLjava/lang/String;)V?333>€   Œ sensor_arrayDz  ?LÌÍ  nav_buoy>LÌÍ api 3Lcom/fs/starfarer/api/mission/MissionDefinitionAPI; width F height minX minY i I x y radius
SourceFile MissionDefinition.java !                  /     *·
±               
                      
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MissionDefinition JAVA:
package data.missions.tutorialis;

import com.fs.starfarer.api.fleet.FleetGoal;
import com.fs.starfarer.api.fleet.FleetMemberType;
import com.fs.starfarer.api.mission.FleetSide;
import com.fs.starfarer.api.mission.MissionDefinitionAPI;
import com.fs.starfarer.api.mission.MissionDefinitionPlugin;

public class MissionDefinition implements MissionDefinitionPlugin {

   public void defineMission(MissionDefinitionAPI api) {

      // Set up the fleets so we can add ships and fighter wings to them.
      // In this scenario, the fleets are attacking each other, but
      // in other scenarios, a fleet may be defending or trying to escape
      api.initFleet(FleetSide.PLAYER, "ISS", FleetGoal.ATTACK, false, 5);
      api.initFleet(FleetSide.ENEMY, "HSS", FleetGoal.ESCAPE, true, 5);

      // Set a small blurb for each fleet that shows up on the mission detail and
      // mission results screens to identify each side.
      api.setFleetTagline(FleetSide.PLAYER, "Independent raiding party");
      api.setFleetTagline(FleetSide.ENEMY, "Hegemony convoy with escort");
     
      // These show up as items in the bulleted list under
      // "Tactical Objectives" on the mission detail screen
      api.addBriefingItem("The enemy ships will attempt to flee towards the bottom of the map");
      api.addBriefingItem("Controlling the Nav Buoys is critical to preventing a quick escape");
      api.addBriefingItem("Disable as many enemy ships as you can");
      api.addBriefingItem("ISS Batavian must survive");
     
      // Set up the player's fleet.  Variant names come from the
      // files in data/variants and data/variants/fighters
      api.addToFleet(FleetSide.PLAYER, "medusa_Attack", FleetMemberType.SHIP, "ISS Batavian", true);
      api.addToFleet(FleetSide.PLAYER, "wolf_Strike", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.PLAYER, "wolf_Strike", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.PLAYER, "wolf_Strike", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.PLAYER, "tempest_Attack", FleetMemberType.SHIP, false);
      //api.addToFleet(FleetSide.PLAYER, "tempest_Attack", FleetMemberType.SHIP, false);
      //api.addToFleet(FleetSide.PLAYER, "sunder_CS", FleetMemberType.SHIP, false);
      //api.addToFleet(FleetSide.PLAYER, "sunder_CS", FleetMemberType.SHIP, false);
      //api.addToFleet(FleetSide.PLAYER, "vigilance_FS", FleetMemberType.SHIP, false);
      //api.addToFleet(FleetSide.PLAYER, "vigilance_FS", FleetMemberType.SHIP, false);
      //api.addToFleet(FleetSide.PLAYER, "brawler_Assault", FleetMemberType.SHIP, false);
      //api.addToFleet(FleetSide.PLAYER, "brawler_Assault", FleetMemberType.SHIP, false);
//      api.addToFleet(FleetSide.PLAYER, "oort", FleetMemberType.Fortress, false);
      api.addToFleet(FleetSide.PLAYER, "oort", FleetMemberType.Fortress, false);
      api.addToFleet(FleetSide.PLAYER, "oort", FleetMemberType.Fortress, false);
      api.addToFleet(FleetSide.PLAYER, "wasp_wing", FleetMemberType.FIGHTER_WING, false);
      api.addToFleet(FleetSide.PLAYER, "gemini_Standard", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.PLAYER, "dagger_wing", FleetMemberType.FIGHTER_WING, false);
     
      // Mark both ships as essential - losing either one results
      // in mission failure. Could also be set on an enemy ship,
      // in which case destroying it would result in a win.
      api.defeatOnShipLoss("ISS Batavian");
     
      // Set up the enemy fleet.
      api.addToFleet(FleetSide.ENEMY, "enforcer_Balanced", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "enforcer_Balanced", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "hound_Assault", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "hound_Assault", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "lasher_CS", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "lasher_CS", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "tarsus_Standard", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "tarsus_Standard", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "tarsus_Standard", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "tarsus_Standard", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "tarsus_Standard", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "tarsus_Standard", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "tarsus_Standard", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "tarsus_Standard", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "tarsus_Standard", FleetMemberType.SHIP, false);
     
      //api.addToFleet(FleetSide.ENEMY, "broadsword_wing", FleetMemberType.FIGHTER_WING, false);
      api.addToFleet(FleetSide.ENEMY, "talon_wing", FleetMemberType.FIGHTER_WING, false);
      api.addToFleet(FleetSide.ENEMY, "talon_wing", FleetMemberType.FIGHTER_WING, false);
      api.addToFleet(FleetSide.ENEMY, "talon_wing", FleetMemberType.FIGHTER_WING, false);
      api.addToFleet(FleetSide.ENEMY, "talon_wing", FleetMemberType.FIGHTER_WING, false);
      api.addToFleet(FleetSide.ENEMY, "talon_wing", FleetMemberType.FIGHTER_WING, false);
      api.addToFleet(FleetSide.ENEMY, "talon_wing", FleetMemberType.FIGHTER_WING, false);
      api.addToFleet(FleetSide.ENEMY, "mining_drone_wing", FleetMemberType.FIGHTER_WING, false);
     
     
      // Set up the map.
      float width = 16000f;
      float height = 14000f;
      api.initMap((float)-width/2f, (float)width/2f, (float)-height/2f, (float)height/2f);
     
      float minX = -width/2;
      float minY = -height/2;
     
      // All the addXXX methods take a pair of coordinates followed by data for
      // whatever object is being added.
     
      // And a few random ones to spice up the playing field.
      // A similar approach can be used to randomize everything
      // else, including fleet composition.
      for (int i = 0; i < 7; i++) {
         float x = (float) Math.random() * width - width/2;
         float y = (float) Math.random() * height - height/2;
         float radius = 100f + (float) Math.random() * 800f;
         api.addNebula(x, y, radius);
      }
     
      // Add objectives. These can be captured by each side
      // and provide stat bonuses and extra command points to
      // bring in reinforcements.
      // Reinforcements only matter for large fleets - in this
      // case, assuming a 100 command point battle size,
      // both fleets will be able to deploy fully right away.
      api.addObjective(minX + width * 0.3f, minY + height * 0.75f, "comm_relay");
      api.addObjective(minX + width * 0.7f, minY + height * 0.25f, "sensor_array");
      api.addObjective(minX + width * 0.7f + 1000, minY + height * 0.25f - 1000, "comm_relay");
      api.addObjective(minX + width * 0.8f, minY + height * 0.75f, "nav_buoy");
      api.addObjective(minX + width * 0.2f, minY + height * 0.25f, "nav_buoy");
     
     
   }

}



If it helps; this is what the error message said:
Fatal: Error compiling [data.missions.Tutorialis.MissionDefinition]
Cause: Parsing compilation unit "com.fs.starfarer.loading.A$1@2144f"
Check starfarer.log for more info.

Also; I am using the mod "Mod Pack"


This is what my log said(at the end):
java.lang.RuntimeException: Error compiling [data.missions.Tutorialis.MissionDefinition]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.A$1@21447f"
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:192)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:157)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Source file "data/missions/Tutorialis/MissionDefinition.java" does not declare class "data.missions.Tutorialis.MissionDefinition"
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:165)
   ... 7 more
223692 [Thread-6] INFO  com.fs.profiler.Profiler  - ID     Calls   Duration    Percent
223694 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------

5
Modding / Need some Help (missions)
« on: February 26, 2012, 06:25:06 PM »
Hey; I was compiling a mission and whenever I open it, it says the MissionDefinition is not working; Can someone explain to me what the problem with this is?:
MissionDefinition CLASS:
Êþº¾   1    +data/missions/thewolfpack/MissionDefinition  java/lang/Object  4com/fs/starfarer/api/mission/MissionDefinitionPlugin <init> ()V Code
    LineNumberTable LocalVariableTable this -Ldata/missions/thewolfpack/MissionDefinition;
defineMission 6(Lcom/fs/starfarer/api/mission/MissionDefinitionAPI;)V       &com/fs/starfarer/api/mission/FleetSide   PLAYER (Lcom/fs/starfarer/api/mission/FleetSide;  ISS       $com/fs/starfarer/api/fleet/FleetGoal   ATTACK &Lcom/fs/starfarer/api/fleet/FleetGoal; ! # " 1com/fs/starfarer/api/mission/MissionDefinitionAPI $ %    initFleet e(Lcom/fs/starfarer/api/mission/FleetSide;Ljava/lang/String;Lcom/fs/starfarer/api/fleet/FleetGoal;ZI)V     ' (  ENEMY * HSS     , -  ESCAPE / Independent raiding party ! 1 2 3 setFleetTagline =(Lcom/fs/starfarer/api/mission/FleetSide;Ljava/lang/String;)V 5 Hegemony convoy with escort 7 BThe enemy ships will attempt to flee towards the bottom of the map ! 9 : ; addBriefingItem (Ljava/lang/String;)V = BControlling the Nav Buoys is critical to preventing a quick escape ? &Disable as many enemy ships as you can A ISS Batavian must survive C
medusa_Attack    E G F *com/fs/starfarer/api/fleet/FleetMemberType H I SHIP ,Lcom/fs/starfarer/api/fleet/FleetMemberType; K ISS Batavian ! M N O
addToFleet ¦(Lcom/fs/starfarer/api/mission/FleetSide;Ljava/lang/String;Lcom/fs/starfarer/api/fleet/FleetMemberType;Ljava/lang/String;Z)Lcom/fs/starfarer/api/fleet/FleetMemberAPI; Q wolf_Strike ! S N T ”(Lcom/fs/starfarer/api/mission/FleetSide;Ljava/lang/String;Lcom/fs/starfarer/api/fleet/FleetMemberType;Z)Lcom/fs/starfarer/api/fleet/FleetMemberAPI; V tempest_Attack X    wasp_wing    E Z [ I FIGHTER_WING ] gemini_Standard _ dagger_wing ! a b ; defeatOnShipLoss d enforcer_Balanced f
hound_Assault h    lasher_CS j tarsus_Standard l
talon_wing n mining_drone_wingFz  FZÀ  ! r s t initMap (FFFF)V
 v x w java/lang/Math y z random ()DBÈ  DH   ! ~  €    addNebula (FFF)V>™™š?@   „
comm_relay ! † ‡ ˆ addObjective (FFLjava/lang/String;)V?333>€   Œ sensor_arrayDz  ?LÌÍ  nav_buoy>LÌÍ api 3Lcom/fs/starfarer/api/mission/MissionDefinitionAPI; width F height minX minY i I x y radius
SourceFile MissionDefinition.java !                  /     *·
±              
                      
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MissionDefinition JAVA:
package data.missions.tutorialis;

import com.fs.starfarer.api.fleet.FleetGoal;
import com.fs.starfarer.api.fleet.FleetMemberType;
import com.fs.starfarer.api.mission.FleetSide;
import com.fs.starfarer.api.mission.MissionDefinitionAPI;
import com.fs.starfarer.api.mission.MissionDefinitionPlugin;

public class MissionDefinition implements MissionDefinitionPlugin {

   public void defineMission(MissionDefinitionAPI api) {

      // Set up the fleets so we can add ships and fighter wings to them.
      // In this scenario, the fleets are attacking each other, but
      // in other scenarios, a fleet may be defending or trying to escape
      api.initFleet(FleetSide.PLAYER, "ISS", FleetGoal.ATTACK, false, 5);
      api.initFleet(FleetSide.ENEMY, "HSS", FleetGoal.ESCAPE, true, 5);

      // Set a small blurb for each fleet that shows up on the mission detail and
      // mission results screens to identify each side.
      api.setFleetTagline(FleetSide.PLAYER, "Independent raiding party");
      api.setFleetTagline(FleetSide.ENEMY, "Hegemony convoy with escort");
      
      // These show up as items in the bulleted list under
      // "Tactical Objectives" on the mission detail screen
      api.addBriefingItem("The enemy ships will attempt to flee towards the bottom of the map");
      api.addBriefingItem("Controlling the Nav Buoys is critical to preventing a quick escape");
      api.addBriefingItem("Disable as many enemy ships as you can");
      api.addBriefingItem("ISS Batavian must survive");
      
      // Set up the player's fleet.  Variant names come from the
      // files in data/variants and data/variants/fighters
      api.addToFleet(FleetSide.PLAYER, "medusa_Attack", FleetMemberType.SHIP, "ISS Batavian", true);
      api.addToFleet(FleetSide.PLAYER, "wolf_Strike", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.PLAYER, "wolf_Strike", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.PLAYER, "wolf_Strike", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.PLAYER, "tempest_Attack", FleetMemberType.SHIP, false);
      //api.addToFleet(FleetSide.PLAYER, "tempest_Attack", FleetMemberType.SHIP, false);
      //api.addToFleet(FleetSide.PLAYER, "sunder_CS", FleetMemberType.SHIP, false);
      //api.addToFleet(FleetSide.PLAYER, "sunder_CS", FleetMemberType.SHIP, false);
      //api.addToFleet(FleetSide.PLAYER, "vigilance_FS", FleetMemberType.SHIP, false);
      //api.addToFleet(FleetSide.PLAYER, "vigilance_FS", FleetMemberType.SHIP, false);
      //api.addToFleet(FleetSide.PLAYER, "brawler_Assault", FleetMemberType.SHIP, false);
      //api.addToFleet(FleetSide.PLAYER, "brawler_Assault", FleetMemberType.SHIP, false);
//      api.addToFleet(FleetSide.PLAYER, "oort", FleetMemberType.Fortress, false);
      api.addToFleet(FleetSide.PLAYER, "oort", FleetMemberType.Fortress, false);
      api.addToFleet(FleetSide.PLAYER, "oort", FleetMemberType.Fortress, false);
      api.addToFleet(FleetSide.PLAYER, "wasp_wing", FleetMemberType.FIGHTER_WING, false);
      api.addToFleet(FleetSide.PLAYER, "gemini_Standard", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.PLAYER, "dagger_wing", FleetMemberType.FIGHTER_WING, false);
      
      // Mark both ships as essential - losing either one results
      // in mission failure. Could also be set on an enemy ship,
      // in which case destroying it would result in a win.
      api.defeatOnShipLoss("ISS Batavian");
      
      // Set up the enemy fleet.
      api.addToFleet(FleetSide.ENEMY, "enforcer_Balanced", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "enforcer_Balanced", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "hound_Assault", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "hound_Assault", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "lasher_CS", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "lasher_CS", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "tarsus_Standard", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "tarsus_Standard", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "tarsus_Standard", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "tarsus_Standard", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "tarsus_Standard", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "tarsus_Standard", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "tarsus_Standard", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "tarsus_Standard", FleetMemberType.SHIP, false);
      api.addToFleet(FleetSide.ENEMY, "tarsus_Standard", FleetMemberType.SHIP, false);
      
      //api.addToFleet(FleetSide.ENEMY, "broadsword_wing", FleetMemberType.FIGHTER_WING, false);
      api.addToFleet(FleetSide.ENEMY, "talon_wing", FleetMemberType.FIGHTER_WING, false);
      api.addToFleet(FleetSide.ENEMY, "talon_wing", FleetMemberType.FIGHTER_WING, false);
      api.addToFleet(FleetSide.ENEMY, "talon_wing", FleetMemberType.FIGHTER_WING, false);
      api.addToFleet(FleetSide.ENEMY, "talon_wing", FleetMemberType.FIGHTER_WING, false);
      api.addToFleet(FleetSide.ENEMY, "talon_wing", FleetMemberType.FIGHTER_WING, false);
      api.addToFleet(FleetSide.ENEMY, "talon_wing", FleetMemberType.FIGHTER_WING, false);
      api.addToFleet(FleetSide.ENEMY, "mining_drone_wing", FleetMemberType.FIGHTER_WING, false);
      
      
      // Set up the map.
      float width = 16000f;
      float height = 14000f;
      api.initMap((float)-width/2f, (float)width/2f, (float)-height/2f, (float)height/2f);
      
      float minX = -width/2;
      float minY = -height/2;
      
      // All the addXXX methods take a pair of coordinates followed by data for
      // whatever object is being added.
      
      // And a few random ones to spice up the playing field.
      // A similar approach can be used to randomize everything
      // else, including fleet composition.
      for (int i = 0; i < 7; i++) {
         float x = (float) Math.random() * width - width/2;
         float y = (float) Math.random() * height - height/2;
         float radius = 100f + (float) Math.random() * 800f;
         api.addNebula(x, y, radius);
      }
      
      // Add objectives. These can be captured by each side
      // and provide stat bonuses and extra command points to
      // bring in reinforcements.
      // Reinforcements only matter for large fleets - in this
      // case, assuming a 100 command point battle size,
      // both fleets will be able to deploy fully right away.
      api.addObjective(minX + width * 0.3f, minY + height * 0.75f, "comm_relay");
      api.addObjective(minX + width * 0.7f, minY + height * 0.25f, "sensor_array");
      api.addObjective(minX + width * 0.7f + 1000, minY + height * 0.25f - 1000, "comm_relay");
      api.addObjective(minX + width * 0.8f, minY + height * 0.75f, "nav_buoy");
      api.addObjective(minX + width * 0.2f, minY + height * 0.25f, "nav_buoy");
      
      
   }

}









help would be appreciated!

6
Modding / Re: Black Prophecy
« on: February 25, 2012, 10:09:08 AM »
Yeah I will try; But I am just learning to mod. I will try and get some normal ships first, and then convert them into 3d :)

7
Modding / Black Prophecy
« on: February 24, 2012, 11:03:33 PM »
Hey; I was wondering if anyone would be interested in helping me and a friend start a mod off based on the "Black Prophecy" game
Any help would be appreciated!


Screens of game:





8
Modding / Re: Change Campaign starting ship?
« on: February 24, 2012, 09:31:30 PM »
Haha thanks :D
now my start fleet is 5-10 of all of them :D

9
Modding / Re: Change Campaign starting ship?
« on: February 24, 2012, 07:47:16 PM »
Of course it is, you just need to snoop around the starfarer core files a while; and see what happens during start-up :)

10
Modding / Re: Change Campaign starting ship?
« on: February 24, 2012, 07:34:44 PM »
It is easy to hack credits at the starts; just a couple steps:
1. start new game
2. buy a bit of supply etc....
3. memorize or write down your credit value
4. go to your saves (mine is C:\Program Files (x86)\Fractal Softworks\Starfarer\saves) and enter your savegame.
5. open your "campaign.xml" file with notepad.
6. press CTRL+F and search "<credits>
          <value>*Input your Value*</value>" (copy + paste it); for *Input your Value* just delete that sentence and past your own value; remember you have to copy this all exactly! that includes the space!
7. Change your credit amount to whatever you want :P

11
Modding / Re: warhammer 40k looking for help
« on: February 24, 2012, 07:26:09 PM »
I am also Incompetent at modding, but would be willing to try and work on a small part ( like a single ship; or maybe two) because I have some friends who are great modders and can explain it to me :)

so just mail me if you want some help :)

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