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Messages - ucws

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1
Modding Resources / Re: TwigLib TWIG™ Tech
« on: December 11, 2014, 09:59:29 AM »
Here is a problem:
I create a small ship which can use external armor and turret?
In the mutiship_entities.json, I wrote three rootNodes. They have same shipID and three different varID.
I made this used for change external things in the refit window.
But what ever I use any one of three variants, the scripts only select the last rootNodes set in combat...
And I don't know how to set will make it achieved.



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2
Modding Resources / Re: TwigLib TWIG™ Tech
« on: December 05, 2014, 09:28:12 AM »
Very useful mod!
Finally I can destroy my ship parts.

3
Modding Resources / Re: Animation tutorial - Now with PSD link
« on: November 07, 2014, 05:31:38 AM »
Learned so much in SCY.
Very cool mod. :D

4
I think you can change everything but the bounds polygon. Sorry. :P

Bad news but in a surprise... :-[

5
Thanks for explanation.
Option A need multiple plugin?B just one?
I've already made these ships?so Option B will easier?
All I need is the Plugin that changes the bounds, or changes the whole ship...

6
If "ship skins" system can change bounds polygon and ship performance.
It will be very useful system for some modular ships.
Really looking forward to this system. :D

7
Modding / Re: I can't believe this problem still there?
« on: March 14, 2014, 10:00:59 AM »
Yeah, that's the intended behavior. If you don't want the missiles to render, either set this render hint:
RENDER_LOADED_MISSILES_UNLESS_HIDDEN

Or do not set the RENDER_LOADED_MISSILES hint on the weapon.

I know that doesn't help if you want HIDDEN to fully hide vanilla missiles, but that's the only way to go if you really want that behavior. Also, some fighters (i.e. Dagger, Thunder) rely on this behavior to render properly.

RENDER_LOADED_MISSILES_UNLESS_HIDDEN
Sorry I didn't know there is such a good hint...
Very helpful thanks.

8
Modding / I can't believe this problem still there?
« on: March 14, 2014, 08:05:03 AM »
The hidden missile still display in gameplay.
Since V0521a I know starfarer, this problem is bothering me... :(
I am very happy to see in the next version something changed?  :)

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9
Bug Reports & Support / Re: Is this AI BUG?
« on: January 13, 2014, 10:36:30 PM »
How much EMP damage is it doing, btw?

What I think is happening here is the cooldown is very long (longer than 7 seconds), and the damage on the projectile is so low that the AI doesn't look at it individually. So, as soon as the weapon is on cooldown, it ignores it... which isn't right, really. I'll take a look at the code.

I agree with this cooldown reason. Thanks for reply. :)

10
Bug Reports & Support / Re: Is this AI BUG?
« on: January 10, 2014, 03:55:23 AM »
lower shield test2
very low damage/shot
http://player.youku.com/player.php/sid/XNjYwMDI2ODY4/v.swf
ps: stupid ads

11
Bug Reports & Support / Re: Is this AI BUG?
« on: January 08, 2014, 04:45:12 PM »
This is mostly accurate, but not quite, and not in this case :) In addition to weapons, the AI also looks at incoming high-damage projectiles individually, which this one is.

(It also does account for extra distance, but only approximately, so you could easily mod something where the "faded" damage range is very long and the AI doesn't handle it. But as long as it's reasonably short (~100-200 pixels) it should be fine. It also doesn't lower shields immediately on exiting weapon range; there's some grace distance and time involved.)

In this case, I'm pretty certain that what's happening is it wants to avoid overload. A simple way to test this would be to reduce the damage by a factor of 10 and see if it stops lowering shields.
ok, I'll put another test...

12
Bug Reports & Support / Re: Is this AI BUG?
« on: January 07, 2014, 07:50:11 AM »
Huh, youku's a quite strange video hosting service, from my understanding its like china's version of youtube
yes?but more ADS than youtube?We still can not open youtube website?

13
Bug Reports & Support / Re: Is this AI BUG?
« on: January 07, 2014, 07:48:17 AM »
The problem is that it's trying to avoid being overloaded. If it didn't drop shields the first time, it'd end up overloaded and dead anyway. The second time is a mistake (since overloaded is better than immediately dead), but, well... the AI is just going to have a bit of trouble with weapons that do extremely high amounts of damage.

I did another test? When I use this weapon in close range? enemy will not drop shields even they may being overloaded?

14
Bug Reports & Support / Is this AI BUG?
« on: January 06, 2014, 09:11:01 AM »
When I use a long range weapon attack enemy(this weapon chargedown  will take a long time after one shot), the enemy lower their shield before proj hit it.

Things like this :
 http://player.youku.com/player.php/sid/XNjU4MzY3NTEy/v.swf
sorry about the ads after video...

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15
Bug Reports & Support / [Skill Bug]Evasive Action
« on: August 04, 2013, 02:43:51 AM »
When this skill upgrade to 10 level.
Should doubled armor strength for damage reduction.
But the result is opposite.
My ship armor get more damage.

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