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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 - bananana

Pages: [1] 2 3 ... 15
1
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

2
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

3
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?

4
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?

5
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

6
question
how can i disable a weapon permanently without triggering any visual effects or floating text?

7
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

8
deleted

9
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...

10
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

11
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

12
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?

13
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

14
Ah, double-checking this, I believe only the parent station body gets the STATION_WEAPONS_LAYER hint added to it. So its weapons should render above all of the modules.
not hint, per se
also, what actually applies that property?
just having any station module type slots? something assigned to those slots?
at what point does a ship stop being just a ship and becomes a station
removing the SHIP_WITH_MODULES hint changed nothing

15
I don't think it's doable, although it's pretty close to it - module weapons are rendered above all of the ships if the module has a CombatEngineLayers.STATION_WEAPONS_LAYER rendering layer.
out of curiosity
in what exact scenario does this ever happen?
from my observation, module's weapons always render below parents's weapons, however module itself can render above parent's hull
and if module has BELOW_PARENT hint, then both it and all it's weapons will render below the parent, ignoring all other conditions
in which situation could module's weapons render above parent's weapons?

example:
parent is marked in green
module marked in blue
ring is a decorative weapon, mounted on module
tube-looking thing is a large ballistic turret
the deco mounted on module is rendering above parent, but below all parent's weapons
Spoiler

[close]
interestingly, this was not always the case, i remember struggling with this exact ship several years ago, and then all module's weapons rendered above all parent's weapons. which was an unwanted effect then, but i utilized it on another ship, to "fake" a module being above parent and all weapons, by simply putting a copy of it's own sprite on the module as a deco weapon. was surprised when it suddenly stopped working out of the blue.

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