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Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.9c
« on: November 06, 2019, 01:24:37 AM »
Can confirm, CTD with Legio Infernalis
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
Can animated turrets work if the base is animated, not the barrels?Have you considered just having invisible 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?
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.
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;
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
public class sc_retro_ai implements ShipSystemAIScript {