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Messages - TrashMan

Pages: 1 2 3 [4] 5 6 ... 89
46
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.9c
« on: November 06, 2019, 01:24:37 AM »
Can confirm, CTD with Legio Infernalis

47
Modding / Re: Looking for recommend/ mega mods/ quality of life mods
« on: November 05, 2019, 12:13:17 AM »
I'm going to be a shameless twat and say Steelclads. Heavy on the boom-boom and content.

48
Can animated turrets work if the base is animated, not the barrels?

I'm trying to make a vertical launch system missile tubes with animated hatches - I made it static by setting turn speed of 0, but it only works if it isn't animated. If it's animated, I keep getting errors about not being able to find 01.png.
The frames of the animations are all properly named and referenced (weapons/animated/vlms/vlms00.png)
Right now, all hatches open at once.

I don't know if anything can be added to simplify things? Right now, it doesn't seem to be possible to make a workable launcher like that without a lot of custom java code.
Also, there's a limit of 4 fire points ATM, right? So there's no point in making more than 4 launch tubes?
Have you considered just having invisible barrels?

Already doing that. My weapon is basically 6 turret base images (vmls00 to vmls05), but the game just derps on load when I set it to be animated. Other animated weapons work normaly.

49
Can animated turrets work if the base is animated, not the barrels?

I'm trying to make a vertical launch system missile tubes with animated hatches - I made it static by setting turn speed of 0, but it only works if it isn't animated. If it's animated, I keep getting errors about not being able to find 01.png.
The frames of the animations are all properly named and referenced (weapons/animated/vlms/vlms00.png)
Right now, all hatches open at once.

I don't know if anything can be added to simplify things? Right now, it doesn't seem to be possible to make a workable launcher like that without a lot of custom java code.
Also, there's a limit of 4 fire points ATM, right? So there's no point in making more than 4 launch tubes?

50
Make sure the portrait is actually being loaded by the game, i.e. it's in a .faction file somewhere or in the "graphics" section of settings.json.

That was it. I didn't want the portrait to be selectable, so it wasn't in the faction files.
Putting it in settings.json did the trick

51
OK, it was not that typo. Seems me and Java just do NOT get along. Even when I copy something from another mod.


EDIT:
Another question: I have this peace of code in my ModPlugin:

   @Override
    public void onNewGameAfterEconomyLoad() {
        MarketAPI market = Global.getSector().getEconomy().getMarket("avalon");
        if (market != null) {
            PersonAPI admin = Global.getFactory().createPerson();
            admin.setFaction("VNS");
            admin.setGender(Gender.MALE);
            admin.setPostId(Ranks.POST_FACTION_LEADER);
            admin.setRankId(Ranks.FACTION_LEADER);
            admin.getName().setFirst("Gabriel");
            admin.getName().setLast("Algar");
            admin.setPortraitSprite("graphics/portraits/prt_vns_algar.png");

            admin.getStats().setSkillLevel(Skills.FLEET_LOGISTICS, 3);
            admin.getStats().setSkillLevel(Skills.PLANETARY_OPERATIONS, 3);
            admin.getStats().setSkillLevel(Skills.INDUSTRIAL_PLANNING, 3);

            market.setAdmin(admin);
            market.getCommDirectory().addPerson(admin, 0);
            market.addPerson(admin);
        }
    }


It works and does add the person in question, but not the portrait. Path is OK, name is OK, but I keep getting a blank portrait in-game

52
I think I may be ***..one typo in the Utils.java class name..that might have been it. Will test now

53
Code
package data.shipsystems.scripts.ai;

import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.DamagingProjectileAPI;
import com.fs.starfarer.api.combat.FluxTrackerAPI;
import com.fs.starfarer.api.combat.MissileAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.ShipSystemAIScript;
import com.fs.starfarer.api.combat.ShipSystemAPI;
import com.fs.starfarer.api.combat.ShipwideAIFlags;
import com.fs.starfarer.api.util.IntervalUtil;
import data.scripts.util.Utils;
import java.util.List;
import org.lazywizard.lazylib.CollectionUtils;
import org.lazywizard.lazylib.CollisionUtils;
import org.lazywizard.lazylib.MathUtils;
import org.lazywizard.lazylib.VectorUtils;
import org.lazywizard.lazylib.combat.AIUtils;
import org.lazywizard.lazylib.combat.CombatUtils;
import org.lwjgl.util.vector.Vector2f;


54
Someone explain this to me, I get this error:
Code
27061 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.ai.sc_retro_ai]
java.lang.RuntimeException: Error compiling [data.scripts.ai.sc_retro_ai]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit 'data.scripts.ai.sc_retro_ai'
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:172)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:254)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:214)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Compilation unit 'data.scripts.ai.sc_retro_ai' does not declare a class with the same name
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:160)
... 7 more



Even though my ai java file start with

Code
public class sc_retro_ai implements ShipSystemAIScript {

????

55
Mods / Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
« on: November 02, 2019, 04:14:10 AM »
55 mods?
Dang. I'm surprised your performance doesn't tank.

56
General Discussion / Re: Battle Tactics
« on: November 01, 2019, 04:45:59 AM »
61 fleets?

What the effing frak?

57
Mods / Re: [0.9.1a] Shadowyards Reconstruction Authority 0.8.7rc2(05/15/19)
« on: November 01, 2019, 04:01:28 AM »
Well, I dunno WTF is going on, my internet works well, I play online, download things normally...but this... nope.jpg.
Download keeps breaking.

58
Given how every single crash in several playtroughs has been from this mod and how long has it's been since the last update, and how this latest crash is a complete gamestopper, you could say I'm a "little" miffed.

59
Suggestions / Re: More Realistic
« on: October 31, 2019, 03:22:39 PM »
I want to play a game too. Not babysit colonies. In that respect, having colony management is a mistake to begin with.

60
Where the hell are you hosting this downlaod? It's beyond slow. 30 minutes? WTF??

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