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Messages - theDragn

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76
I've got a weird issue: I have a civilianized tanker and freighter and need them to spawn in a faction's markets in appropriate numbers. I've got them in default_ship_roles.json and the faction knows the ships, but the tanker spawns at an absurd rate- all but two or three of the civilian ship market's ships are the tanker, and the freighter won't spawn at all. However, this only applies to the civilian market- they show up in the correct number and proportion for military and black markets. Both ships have the relevant CIVILIAN and TANKER or FREIGHTER hints in ship_data.csv.

the ship ID's in question are apex_spectrum_civcargo, apex_spectrum_civfuel (the variants are apex_spectrum_hauler and apex_spectrum_tanker, respectively).

the relevant bits of default_ship_roles.json:
Spoiler
   "tankerMedium":{
      "apex_spectrum_tanker":5
   },
   "freighterMedium":{
      "apex_spectrum_hauler":5
   },
[close]

Edit: On further inspection, this appears to be an issue with role weighting somehow. Giving the faction access to base_bp produces a more reasonable ship distribution, but still does not spawn the cargo ship in the market. Presumably something to do with how the civilain market plugin is handling ship selection when the faction doesn't have a civilian ship in each role?

77
Hmm, really? It's supposed to apply any on hit effects from the weapon - so the "onHitEffect" would be specified in its normal place, not inside the explosionSpec, for example.

I've double-checked this; the onhit gets called if I remove the proximity explosion, but does not get called when I add it back in. Presumably it has something to do with the projectile exploding without touching anything- the damage applied by the flak AoE returns null if you try to get its projectile ID or source weapon.
.wpn file, in case I'm smoking something (the script is just some extra damage and graphical effects, nothing terribly fancy):
Spoiler
{
   "id":"apex_flak_shot",
   "specClass":"projectile",
   "spawnType":"BALLISTIC",
   "collisionClass":"PROJECTILE_FF",
   "collisionClassByFighter":"PROJECTILE_FIGHTER",
   "onHitEffect":"data.weapons.proj.ApexQGOnHit",
   "length":35.0,
   #"length":0,
   "hitGlowRadius":10,
   "width":6.5,
   "fadeTime":0.2,
   "fringeColor":[255,245,175,200],
   "coreColor":[255,250,225,200],   
   #"fringeColor":[255,50,50,0],
   #"coreColor":[255,255,200,0],   
   "textureScrollSpeed":64.0,
   "pixelsPerTexel":5.0,
   "bulletSprite":"graphics/missiles/shell_large_blue.png",
   #"bulletSprite":"",
   "behaviorSpec":{"behavior":"PROXIMITY_FUSE",
               "range":35,
               #"vsMissileRange":100,
               "explosionSpec":{"duration":0.1f,
                            "radius":50,
                            "coreRadius":35, # full damage within core radius - also equal to proximity fuse range
                            "collisionClass":PROJECTILE_FF,
                            "collisionClassByFighter":PROJECTILE_FIGHTER,
                            "particleSizeMin":3.0,
                            "particleSizeRange":3.0,
                            "particleDuration":1,
                            "particleCount":100,
                            "particleColor":[255,245,175,255],
                            "sound":"explosion_flak"},
               }
               
}
[close]

Also, do CombatEngineAPI's applyDamage(), spawnDamagingExplosion(), and spawnEmpArc() methods automatically do Targeting Analysis's bonus damage vs different ship sizes? Or do I need to add that in myself?

78
Is there any way to figure out what weapon or projectile flak AoE damage comes from? It appears to be an instance of DamagingProjectileAPI, but returns null for getWeapon() and getProjectileSpecId(). Asking because I'm trying to do an onhit effect for a flak gun- but flak AoE doesn't trigger onhit scripts, apparently. So I did it with a listener instead, and ran into the previously mentioned problem.

79
Any thoughts on how one would find out from what mod a given skin of a vanilla ship originates from? It's not connected to any .csv, so getMergedSpreadsheetDataForMod() and "fs_rowSource" isn't an option, nor can you glean information from looking at the base hull, given it's a vanilla ship. I'm wondering if there's anything obvious or convenient that I'm missing.
A "good enough" method would be trying to load the skin's json data using Global.getSettings().loadJSON("/data/hulls/skins/skin_id.skin", modID) for each mod.

80
Modding / Re: [0.95a] Sensors - mod/utility for event popups on WIN 7/10
« on: September 22, 2021, 03:48:25 PM »
Do you have source code for this published somewhere? Some of us might be a little bit hesitant grabbing loose executables off the forums. Not that I don't trust you specifically or anything, just good practices and all that.

81
Mods / Re: [0.95a] Fluff's Ship Pack 0.2.3
« on: September 21, 2021, 12:14:35 PM »
Wait, there is a working version of Vayra's sector?

Yes, there's an unofficial update. You can either visit the discord or check the Vayra's Sector forum thread.

82
Hmm - I *think* if you call: missile.setNoFlameoutOnFizzling(true) on the mine when it's spawned then this should get around the issue.

Edit: just tried it and it seems to work. Also changed it to do this automatically for mines with MISSILE_NO_FF explosions since this behavior kind pretty much feels like a bug. Just a side effect of the mine technically "fizzling out" at some point in the process.

And, ah: you probably also want to call "missile.setNoMineFFConcerns(true)", that may or may not be necessary to get friendly ships to stop reacting to it as if it was a danger.

setNoFlameoutOnFizzling doesn't appear to be exposed in the API. Fortunately, it seems that setting the missile's collision class to MISSILE_NO_FF every frame also fixes it. I can also confirm the second part works. Thanks!

83
Running into some weird stuff with mine behavior- I'm trying to make an anti-fighter mine, which necessitates having the mine not collide with friendlies. However, despite having the mine collision class and explosion collision class set to MISSILE_NO_FF, the mine will still collide with allies when it's in the windup phase. The explosion doesn't, but the mine will damage friendly ships if they run into it, and allies will try to rotate their shields towards the mine.

Is there some way to fix this, or do I just need to write an AI script that replicates the sound/flash/explosion behavior for a bomb projectile?

84
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: September 14, 2021, 06:34:54 PM »
yadda yadda, copy of discord post

that link might die in the future if I find any more bugs, but if it does I'll update this forum post
Anyway yeah, it's updated, I'm not taking over maintaining the mod or anything, vayra isn't gone for good (hopefully).
If you run into a crash or whatever, ping me on the discord (I don't check my forum messages), but it's pretty stable and I think I've resolved all the outstanding bugs, including that empty planets thing.
Also I have since checked and it does work with the faction bounty board mod, surprisingly.

download here

Updated 10-NOV-2021: Actually fixed the thing where tiny named fleets would show up randomly, fixed a crash with selling AI cores to the research mandate, and disabled some d-mods (they basically got added to vanilla in 0.95 so you could get duplicate effects.) Not save compatible with previous versions. No longer working on this, as there are no more outstanding bugs (as far as I'm aware, anyway).
Updated 05-OCT-2021: Hopefully fixed the thing where bounty fleets weren't despawning properly.
Updated 15-SEP-2021: Fixed a big ol bug that would break your (spoiler) device if you found a specific kind of ghost ship. Idk how rules.csv works, so I've just disabled the (spoiler) ghost ship interaction.
Updated 28-SEP-2021: The D&D reward now properly persists when saving.


please do keep the bold text in mind
Feel free to share this, but do note that this is unofficial and while I have permission, Vayra probably doesn't want to be bothered about bugs.

85
What do the MOVEMENT_DEST and REACHED_WAYPOINT ship AI flags mean? I'm working on a toggleable long-range travel drive system, and need some way to figure out if the ship AI is close to a place it wants to stop.

86
Mods / Re: [0.95a] Better Deserved S-Mods
« on: September 08, 2021, 07:45:44 PM »
These are some really neat ideas. No clue if the balance is good or not, but it's really creative and I think you've done a great job.

87
may not be your paricular issue, but iirc what determines if the decal gets the damage overlay is if the cell of the ship its on takes damage. So if the decal isn't on those exact coordinates where damage is taken, it won't be reflected

this is hugely useful, thank you!

88
Mods / Re: [0.95a] [Hullmod] Modern Carriers 1.6.0a
« on: September 06, 2021, 11:12:22 AM »
It’s mainly about Ace core be exceptionally good for a random subset of fighters for any given version. I can see how it was broken as 30OP flat and people just S-mod it in to mitigate the cost completely, so that’s why it’s like this at the moment: you get what you paid for.

But it still doesn’t feel right... maybe I’ll do a flat % increase across the board instead... but I don’t want to invalidate multiple deck giving additional value and smaller ships definitely can’t afford as much Op as larger ones.

The main purpose of Ace core is to empower lower deck count carriers or combat carrier to have more fighter power at a price, and I don’t want the price be completely mitigated by S mod; nor do I want to completely invalidate Astrals from using it but generally shouldn’t be superior to Swarm core for those scenarios.

Since so many people has built it in I also want to keep the base price at slightly higher end instead of making it cheap then move all the cost as flat fighter cost nor do I want to make it not S-moddable. It’s just... hard to balance.

Fun fact: drover with warthog Op cost is unchanged if you didn’t build it in.

Mainly the problem with Ace Core (in my opinion, anyway) is that it provides a substantial bonus to armor penetration capability for fighter wings, because it increases per-hit damage along with everything else. This can make fighters that were previously fairly ineffective against armored ships shred through targets with 1k+ armor. Likewise, the reduced damage taken makes armored fighters inordinately stronger- a fighter with 200 armor that takes 50% less damage has an enormous (more than 100%) bonus to survivability, because the % damage reduction applies before the armor damage reduction calculation.

The solution to this would be to have the fighters get hull HP, flux, and rate-of-fire boosts (and probably an ammo regen boost too, because I'm sure there are modded fighters that use mag-fed guns), and then balance around that- since increasing those numbers will pretty much always linearly scale a fighter's power, rather than exponentially scaling it like a damage boost or damage taken reduction does.

89
I'm having a bit of trouble with a deco weapon- I've set it to display hull damage decals, but it's not. It's in a deco slot too, in case that's an issue. The deco weapon goes over the large slot, and under everything else, which I've set using renderOrderMod in the .ship file.

.wpn file:
Spoiler
{
   "id":"apex_deco_caiman_center",
   "specClass":"beam",
   "type":"DECORATIVE",
   "size":"LARGE",
   "showDamageWhenDecorative":true,
   "renderBelowAllWeapons":false,
   "turretSprite":"graphics/ships/decos/apex_caiman_center.png",
   "hardpointSprite":"graphics/ships/decos/apex_caiman_center.png",
   "turretOffsets":[0, 0],
   "turretAngleOffsets":[0],
   "hardpointOffsets":[0, 0],
   "hardpointAngleOffsets":[0],   
   "fringeColor":[255,255,255,255],
   "coreColor":[255,255,255,255],
   "glowColor":[255,255,255,255],
   "width":1.0,
   "textureType":ROUGH,
   "textureScrollSpeed":1.0,
   "pixelsPerTexel":1.0,
}
[close]


Also, is there a way to figure out if a ship is trying to turn to present less-damaged armor? Like the bit where a ship has stripped armor and will try to turn away from that point if its shields are down.

90
Is it intended for the centralization bureau to consider orbital works and heavy industry as separate industries when figuring out the boost it gives? Seems like it should treat them as two versions of the same thing rather than two separate industries.

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