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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - rogerbacon

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16
How do I create a beam weapon that does not interact with fighters? In other words, I want it to pass over fighters and only affect ships.

17
Mods / Re: [0.96a] Console Commands v2023.05.05
« on: September 05, 2023, 05:01:17 PM »
I've loved this mod for many years and have made a few commands but I'm trying to add one now and it is not working.

I'm trying to create a command that adds a DamageDealtModifier listener to a ship. Currently it mods the ship in other ways and it's working fine but when I add the code for the DamageDealtModifier listener something is wrong and it doesn't appear in the list of registered commands.

I'm adding this listener
Code
public static class HighScatterAmpDamageDealtMod implements DamageDealtModifier {
protected ShipAPI ship;
public HighScatterAmpDamageDealtMod(ShipAPI ship) {
this.ship = ship;
}

public String modifyDamageDealt(Object param,
    CombatEntityAPI target, DamageAPI damage,
    Vector2f point, boolean shieldHit) {

if (!(param instanceof DamagingProjectileAPI) && param instanceof BeamAPI) {
damage.setForceHardFlux(true);
}

return null;
}
}

and I'm calling it in the runCommand method with
ship.addListener(new HighScatterAmpDamageDealtMod(ship));

Any idea why it isn't working?

18
Hey, why did you remove the option to select from all hull mods and replace it with recent hull mods? I found the previous way better.

19
I like the new gazer missile and thought it would make a nice alternative mine. So, i copied the minelayer hull mod and replaced "minelayer1" with "gazer" but it doesn't work. The missiles spawn and slowly fly towards their target but they don't fire beams. Other missiles work but not this one. Is there a way to do this or is it just too specific a weapon to make it work this way?

20
How would I create a custom station for a faction that they would use in the campaign instead of the standard stations? Well, I know how to create a station. I mean how would I tell the game to use the custom one instead of the default one.

21
Did you start using LunaLib, perhaps? LunaSettings will override the settings file
Yes, that's exaqctly what I did. So LunaLib overrides mods' settings? So I may have other settings issues I need to look at because I always tweek settings. Thanks. I'll look into it.

22
I don't have the ability icon among the abilities I can choose to add to my command bar at the bottom of the screen. I used to have it before upgrading. I have the ability set to be available at start in teh ini. Any idea why I can't add the icon to my commands bar?
I really miss this ability. Space seems too big now and I hate those storms.

23
How can I get the item that is in the first slot of a player's cargo? Is the cargo ordered? I'm trying to get the item in the first row, far left slot.

24
Mods / Re: [0.9.0a] Fleet Tester 1.0 (2019/02/25)
« on: August 17, 2023, 10:18:39 AM »
So I notice you have a method ForcedSpawn() that is commented out. Is this to force all ships, including freighters and tankers to spawn into the battle? Why was it commented out? Was there a problem with it?

Also, I want to add an option to make a "retreat" style battle. Did you happen to come across how to do that when you were making this mod?

25
Is there a way to make a certain type of missile more resistant to emp effects? Some weapons/effects like the emp system just seem to shut the missile down regardless of its hit points.

Assuming there is no built in way, would this work: Make an everyFrame listener and attach it to the missile and check if it had had its engine turned off before its duration expired and then turn it back on? Would it still have its target?

26
You can use CombatEngineAPI.createFakeWeapon(shipId, weaponId) to create a sabot (or whatever) weapon and use that.

Thanks. This worked perfectly.

27
There is a cool hull mod that creates mines using engine.spawnProjectile(). It passes in null for the weaponAPI parameter and creates a "mineLayer1" projectile. I wanted to change it to create a "sabot" projectile. However, that projectile has an OnHitEffect that has projectile.getWeapon().get.... which results in a null reference exception.
How can I pass an appropriate weaponAPI to spawnProjectile() so that any other script calling getWeapon on the projectile won't be null?

28
CR timers affect every ship, player and enemy alike. (Excluding stations and certain Omega-class ships - those are a special case, and have no CR timer.)

However, there is one additional gotcha here: CR time only runs down if there are enough hostile ships nearby. If you're piloting a cruiser, and that cruiser is the only ship of yours on the field, enemy capital ships will never lose CR.

Thank you. I did notice that sometimes it would say low enemy presence or something like that and CR would not deplete. I don't suppose the formula is listed anywhere as to what constitutes a significant enemy presence.

29
I'm staging a series of computer vs computer fights for testing and I've never noticed the enemy ships start having malfunctions. I even made a player ship with 10 minutes of combat readiness and it ran out while the enemy ships continued to be fine. Does combat readiness decrease only affect player ships?

30
What determines if a ship shows up for purchase on the regular, military, or black market screens?

Also, I have ship designs in my default_ship_roles.json file. Do I also have to have those specific hull IDs in a blueprint that a fction can make or can ships in the default_ship_Roles.json still show up even of no faction has them listed as known?

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