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Messages - Lucian Greymark

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31
Hi there, at the moment I'm having a problem with a custom torpedo. After firing a couple of things happen, either it functions as intended, hitting a target and exploding. Sometimes it passes straight through targets and flies of into the distance. If it doesn't hit anything (glitched or otherwise) it reaches the end of it's flight time and then sits there, the projectile becomes inert but it doesn't disappear either.

I'll post the relevant code in spoilers so if I've royally screwed something up you lads can spot it. I'm about at the end of my tether trying to fix this.

And yes, in advance I'll confirm that it is supposed to have absurd emp damage.


Projectile
Spoiler
{
   "id":"estoc_rpg",
   "specClass":"missile",
   "missileType":"ROCKET",
   #"sprite":"graphics/missiles/missile_torpedo.png",
   #"size":[16,28],   
   #"center":[8,14],
   "sprite":"graphics/missiles/scion_estocrpg.png",
   "size":[14,23],   
   "center":[7,11],
   "collisionRadius":20,
   "collisionClass":"PROJECTILE_FF",
   "collisionClassByFighter":"PROJECTILE_FIGHTER",
   "explosionColor":[255,100,100,255],  # purely visual, will get a white additively blended core on top of this color
   "explosionRadius":350, # purely visual
   "explosionSpec":{"duration":0.1f, # not visual
                "radius":175,
                "coreRadius":75, # full damage within core radius
                "collisionClass":HITS_SHIPS_AND_ASTEROIDS,
                "collisionClassByFighter":HITS_SHIPS_AND_ASTEROIDS,
                "particleSizeMin":5.0,
                "particleSizeRange":3.0,
                "particleDuration":1,
                "particleCount":200,
                "particleColor":[170,70,230,255]},
   "flameoutTime":3, # total time from flameout to full fadeout
   "noEngineGlowTime":0.5, # time spent without the engine glow being rendered
   "fadeTime":0.5, # fadeout duration               
   "engineSpec":{"turnAcc":0,
              "turnRate":0,
              #"acc":35,
              "acc":500,
              "dec":0},
   "engineSlots":[{"id":"ES1",
               "loc":[-11, 0],
               #"loc":[-14, 0],
                #"style":"TORPEDO",
                "style":"CUSTOM",
               "styleSpec":{
                  "mode":"QUAD_STRIP", # PARTICLES or QUAD_STRIP, determines which params are used
                  "engineColor":[170,70,230,255],
                  "contrailDuration":2,
                  "contrailWidthMult":1.5,
                  "contrailWidthAddedFractionAtEnd":1,  # can be negative. makes trail spread out/narrow at the end
                  "contrailMinSeg":5, # min segment length, in pixels
                  "contrailMaxSpeedMult":0f,
                  "contrailAngularVelocityMult":0.5f,
                  "contrailSpawnDistMult":0f, # how far away from engine it starts
                  "contrailColor":[170,70,230,50],
                  "glowSizeMult":2.5,
                  "glowAlternateColor":[170,70,230,255],
                  "type":"GLOW" # GLOW or SMOKE; additive or regular blend mode
               },
                "width":10.0,
                "length":80.0,
                "angle":180.0}]
}
         
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Weapon
Spoiler
{
   "id":"scion_estoc",
   "specClass":"projectile",
   "type":"BALLISTIC",
   "size":"MEDIUM",
   "turretSprite":"graphics/weapons/scion_estoc.png",
   "hardpointSprite":"graphics/weapons/scion_estoc.png",
   "hardpointOffsets":[10, 0],
   "turretOffsets":[7, 0],
   "hardpointAngleOffsets":[0],
   "turretAngleOffsets":[0],
   "barrelMode":"ALTERNATING",
   "animationType":"SMOKE",
   "renderHints":[],
   "interruptibleBurst":false,
   "displayArcRadius":1000,
   #"smokeSpec":{"particleSizeMin":20.0,
   #          "particleSizeRange":20.0,
   #          "cloudParticleCount":3,
   #          "cloudDuration":1.0,
   #          "cloudRadius":10.0,
   #          "blowbackParticleCount":3,
   #          "blowbackDuration":2.0,
   #          "blowbackLength":30.0,
   #          "blowbackSpread":10.0,
   #          "particleColor":[100,100,100,200]},
   "smokeSpec":{"particleSizeMin":16.0,
             "particleSizeRange":18.0,
             "cloudParticleCount":8,
             "cloudDuration":1.5,
             "cloudRadius":10.0,
             "blowbackParticleCount":4,
             "blowbackDuration":2.0,
             "blowbackLength":22.0,
             "blowbackSpread":15.0,
             "particleColor":[125,15,25,105]},
   "autocharge":true,
   "requiresFullCharge":true,            
   "projectileSpecId":"estoc_rpg",
   "fireSoundOne":"high_intensity_laser_loop",
   "fireSoundTwo":"hypervel_driver_fire",
}
}
[close]

csv line
Spoiler
Estoc,scion_estoc,2,0,1500,,5000,100000,150,30,14,3,0.05,3,ENERGY,,,3,10,1,,,0,0,0,0,,3000,1.0,200,STRIKE,,
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32
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 02, 2016, 09:14:58 PM »
Hello again, really getting stuck into this spriting style here's a cruiser.

Spoiler
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33
idk what the problem was but I just redid the whole weapon and it's working perfectly now. If I can figure out what was causing the trouble I'll post my findings here but honestly I'm still stumped

34
No change, it's like it's ignoring the hints ;.;

35
Hi, while working on my mod I set up a (pretty standard) burst pd laser. The only problem is that it refuses to target missiles and fighters, even when I add the 'hints' it still focuses fire on whatever my target is, or even just the biggest threat (as I imagine most weapons do)

I'll post the data line here in case I've made some massive *** up but I have no idea where to look at this.

Panacles BPD,scion_panacles,1,0,500,300,,,1,90,6,20,2,,ENERGY,,40,,0.1,0.1,,,,,,10000,,,,,,"PD,ANTI_FTR",

36
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 31, 2015, 07:29:41 PM »
tbh it's more heavily influenced by diable corporations, but w/e

37
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 31, 2015, 08:19:06 AM »
Hi guys

I did another thing...

Meet the Vanith Class Destroyer :D

Spoiler
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also, here's a teaser of it in game

Spoiler
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38
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 30, 2015, 06:23:35 PM »
okay, okay I did some shading, before/after shots

Spoiler
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39
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 30, 2015, 07:39:49 AM »
Okay, new ship, just a heavy frigate/light destroyer for my mod. It wears it's design influences on it's sleeves but I think it's sufficiently different from the inspiration to be an entirely new ship.

Spoiler
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40
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 21, 2015, 10:35:20 PM »
I really like the second paint job. Seems somehow to give it a rougher more brutal look, which is totally fitting with the ship.

41
Mods / Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« on: December 12, 2015, 07:21:51 AM »
Re, the balance discussion. I play against/as neutrino A LOT, they're easily my favorite mod in the community and I have a lot of experience with them (admittedly less in the latest patch because I only recently got my laptop back buuuut....)

Playing as/alongside neutrino has always been a balancing act, pre the missile buffs they were utterly overpowered and a single ship could annihilate entire fleets, after the missile buffs (infinitely reloading salamanders in particular) they became significantly less powerful and more balanced. That said they have always, and still do, suffer from a general lack of anti strike craft. The release of 0.7.0 was kind of a shock to the system going up against fleets of daggers and piranhas that easily tear apart the comparatively lightly armored and thinly shielded neutrino vessels.

Playing AGAINST neutrino has always been something of a cakewalk. If I know I'm going to be fighting them in advance (such as prepping to go to war) I flood my fleets with carriers and missile cruisers and then comfortably slaughter hordes of the poor things. Bombers and wolves with reapers are a vicious counter to the infamously powerful but narrow shields. They're also comparatively cheap. The neutrino phase ships, while irritating, are little threat to swarms of smaller ships and generally have to retreat after the rest of their fleet is wiped out.

/thoughts.

42
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 10, 2015, 01:11:34 PM »
Link's broken

43
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 10, 2015, 05:42:28 AM »
I am beginner

Pfffffffffffft

Lies

Even if you are those are amazing

44
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 08, 2015, 10:08:37 PM »
Spoiler
[close]
Spoiler
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Okay so with the dissolution of my old mod I've had to more or less start from scratch, and here's the first mockup of a frigate. Thoughts?

EDIT: This isn't to scale btw, it's about 2-3 times bigger than the actual in game size.

EDIT2: Added a picture to scale, just for those who care

45
Mods / Re: Scion Collective (0.65.2a) V0.7 (WIP)
« on: December 08, 2015, 03:39:05 PM »
Sorry for the double post but it can't be helped. Apparently the link is broken as all hell and, as that was my only copy of the mod after my computer had to be repaired I officially have to start from scratch. And will be doing so with a fresh mod, this is obsolete and broken.

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