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Messages - Hyph_K31

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31
Mods / Re: So I've been working on something new...
« on: August 26, 2014, 06:48:56 PM »

Oh my. Oh my oh my!

Is this what I think it is? Because I seem to think that I think I think that it seems to be an update thing! (I've actually forgotten what it should be called.)

...

Is it, really? How on earth have you managed to get this to work if it is so? I can't even begin to imagine with my meagre understanding.

You appear to have broken ground.

32
Mods / Re: [0.6.2a] The Gedune - v1.5.1
« on: July 25, 2014, 12:02:33 PM »
Spoiler

Improved Bakoros sprite (thanks to HELMUT for kitbashing my kitbash so I could kitbash some bits of their kitbash onto my kitbash...) and Kyra sprite.
New:

Old:

[close]
There are other things going on, but I'm not quite ready to share just yet.

33
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: July 23, 2014, 11:23:14 AM »
Kitsune MkII Gunboat:


34
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: July 22, 2014, 06:12:01 AM »
One slightly switched up Dahaki. Exile edition.


35
Mods / Re: [WIP] The Knights Templar
« on: July 18, 2014, 05:08:10 PM »
A living, breathing, fighting nightmare.

Make that a living, asthmatic, not-quite-functional, disappointment

36
Thanks sundog, and you were right :D And so was Uomoz over Skype. The code has been changed to:

Code
        StarSystemAPI system = Global.getSector().getStarSystem( "Anar" );        
        SectorEntityToken star = system.createToken( 0, 0 );
        
        SectorEntityToken GDstation = system.addOrbitalStation(star,45, 9600, 150,"Raiding Outpost", "gedune");
        
GeduneSpawnPoint GDspawn = new GeduneSpawnPoint(Global.getSector(), system, 6, 8, GDstation );
        system.addSpawnPoint( GDspawn );
for( int i = 0; i < 5; i++ ) GDspawn.spawnFleet();

Although now there's a new problem!

In the same script. Yikes. What I'm trying to do now is set up a convoy from one location to another. Now... this should be trivial, right? Well, I'm Hyph.

There is now this snippet of code in the same script:

Code
       StarSystemAPI systemD = Global.getSector().getStarSystem("Gedui");
        systemD.addScript(new GeduneRaidConvoySpawnPoint( Global.getSector(), systemD, GDstation, systemD.getEntityByName("Multiplex")));

And it doesn't work, at all. It's supposed to send a convoy from the Raiding Outpost in Anar, to the Multiplex in Gedui.

Netbeans gives this error:

Spoiler
[close]

And you're very much welcome Sundog :)

EDIT:

Dark Revenant has helped fix this! The alarm is off now.

37
Mods / Re: [WIP] The Knights Templar
« on: July 18, 2014, 12:41:41 PM »
A living, breathing, fighting nightmare.

38
In need of some help again.

First I'll thank Dark Revenant for writing the initial script and helping to set it up, and Uomoz for further assistance.

My issue, I think is rather simple and relates to system generation, see below image.

Spoiler
[close]

And here is the script in its entirety:

Code
package data.scripts.world;

import com.fs.starfarer.api.EveryFrameScript;
import com.fs.starfarer.api.campaign.FactionAPI;
import com.fs.starfarer.api.campaign.SectorAPI;
import com.fs.starfarer.api.campaign.StarSystemAPI;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.campaign.SectorEntityToken;


public class GeduneShadowGen implements EveryFrameScript {
    
    boolean isDone = false;

    @Override
    public boolean isDone() {
        return isDone;
    }

    @Override
    public boolean runWhilePaused() {
        return true;
    }

    @Override
    public void advance(float amount) {
        isDone = true;
        // Run the generation code you want
        StarSystemAPI system = Global.getSector().getStarSystem( "Anar" );
        SectorEntityToken star = system.createToken( 0, 0 );
        SectorEntityToken GDstation = system.addOrbitalStation(star,45, 9600, 150,"Raiding Outpost", "gedune");
        GeduneSpawnPoint GDspawn = new GeduneSpawnPoint( sector, system, 6, 8, GDstation );
      
system.addSpawnPoint( GDspawn );
      
for( int i = 0; i < 5; i++ ) GDspawn.spawnFleet();
    }
}

I am currently in the process of getting my mod to interact better with the others, and this problem has fairly well halted my progress.

39
Discussions / Re: Rate the above posters Song/Music!
« on: July 15, 2014, 02:18:19 PM »
bonus song:


40
Modding / Scripting help needed
« on: July 12, 2014, 12:58:49 AM »
I need help, and I just can't help myself. ;)

For the next update of my mod, there are quite a few things I want to achieve - many of which are beyond what little ability I have to code!

If anyone would like to help out, drop me a message over Skype, or post... Or whatever, just let me know somehow. ^^

Much of what I'm looking to complete is work with mod cross compatibility (This is to say, allowing the mod to react to the presence of other mods) and campaign features.

41
Mods / Re: [0.6.2a] The Gedune - v1.5.1
« on: July 10, 2014, 09:53:32 AM »
Points taken. Personally, I don't think it's too much hassle to make separate versions; all I have to do after all is slightly adjust my modPlugin, and remove a file a two.

For now however, I will stick to simply releasing the version that is already dependant on ShaderLib. If anyone ever complains about this kind of... Issue later, they can follow those very simple instructions, but for the sake of the extremely lazy or inept, I will also release a version that can stand alone.

42
Mods / Re: [0.6.2a] The Gedune - v1.5.1
« on: July 09, 2014, 01:38:15 PM »
Progress update;

The past few days I've been working on a new ship system for the Dahkan, called Overdrive(Temporary name) - Many thanks to those lovely people of the modding community who've helped out!

This system is very simple. And somewhat brutal. The Overdrive system kicks just about every offensive system on the ship into Overdrive: Weapons range, damage, fire rate and ship speed and manoeuvrability. As you can imagine, the sheer amount of projectile fuelled hell the Dahkan now spews out is quite terrific.

The toll for this incredible boost to offensive capability is equally hefty. Whilst the system is running, the ship is liable to suffer engine and weapon malfunctions, and its CR degrades. If you use this system too much, your harbinger of death will be reduced to a quivering pile of scrap - barely able to fend off a Brawler. The system also builds up hard flux which cannot be dissipated whilst running, and also reduces shield efficiency.

I have tinkered with this system quite a lot, and so far I'm happy with the balance here - although it'll doubtlessly require fine tuning later on.

Spoiler

[close]

43
Would you mind if I steal this idea from you? One of my ships currently loses hull integrity while it's system is active, and I like this mechanic much more.
By all means! Thanks for the help - when I'm next at home I'll see about adding what you've suggested.

I may abandon the CR aspect of this system, depending on how annoying the alarm turns out to be. I hope that some other method exists, that bypasses the alarm.

Thanks again. ^^

44
Modding / Re: Spriter for hire (i.e. I work for free)
« on: July 08, 2014, 02:51:34 PM »
Welcome back Medikohl!

45
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: July 08, 2014, 01:13:08 PM »
Ye gods, I think it wants a hug.

I have no criticism, other than I think it looks ridiculously awesome.

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