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Messages - rogerbacon

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76
Can a projectile have more than one onHitEffect?

77
Anyone know of any examples of visual effects that travel around a shield from the point of impact? For example, I want two particles (or whatever) to travel in different directions around the shield from the point it is hit by a shot.

78
Where would I find a good example of adding a timed effect to a ship?

For example, I want to make a weapon that, when it hits shields, decreases the max shield coverage on that ship by ten degrees for 10 seconds. Multiple hits would stack, each with their own timer.

Bonus question: will there be a problem if the above method reduces the shield arc to 0 or negative?

79
I have a hullmod I made and for some reason this mod always says it can't be made into a S-mod. It's not a builtin-only and it has nothing unusual about it that I can think of. In the CSV file under tags it has "phase, req_spaceport" and the ship it's installed on is a phase ship. I've looked at BuildInSelector.java and can't find a reason. What, other than built-in only are reasons a hullmod couldn't be made into an S-mod?

80
The character skill "Hull restoration" gives +5 CR for each S-mod a ship has. Is there any way to make these S-mods count? Currently they don't because the skill looks at the variant, not the specific ship.
Really? I haven't had an issue with that with my install and I'm running several other "ship upgrade" mods alongside this. This functionality is, in fact offsetting, some CR loss I should have from some hullmods I use from the More Hullmods mod.

OK, I double checked and it seems to be working now. Strange. So, disregard above post.

81
The character skill "Hull restoration" gives +5 CR for each S-mod a ship has. Is there any way to make these S-mods count? Currently they don't because the skill looks at the variant, not the specific ship.

82
I just tried to add  "Carter's Freetraders" mod and when I try to run the game I get this error message. Starship Legends has been running fine until I tried to add this one in. I posted in that thread but I'm posting here as well just to make you aware of a possible incompatibility issue.


monopoly multiplayer unblocked

Great mod, by the way.

83
When I add this mod and try to run the game I get this error message. It's complaining about another mod, Starship Legends, but that one has been running fine until I tried to add this one in.


monopoly multiplayer unblocked

84
Is there an event or something I can subscribe to when a ship dies? I'd like to create a big explosion if the ship has something like a self_destruct hull mod I'm planning on making.

85
I want to make a hull mod that will be built-in only. If I set no_drop in the hull_mods.csv and don't include it in any blueprint will that be enough or is there some other way to do it?

86
Is there a way I can intercept damage to a shield right before it is applied and modify it? If so, has the damage at that point already been affected by any damage modifiers based on damage type, shield efficiency or other things?


I want to create a different type of shield where it doesn't create flux when hit but there is a total amount of damage it can take per battle before shutting down.

87
I'd like to modify the parameters of a projectile (missile) after launch.

I have an OnFireEffectPlugin and in the OnFire method I can make some changes like setMaxFlightTime, setDamageAmount, and setHitpoints. Is there any way to set missile parameters that are normally set by the weapon in the weapon_data.CSV? I'd like to change proj speed and impact, among others.

88
How can I get all projectiles within a certain range of a specific missile?

Also, do projectiles have mass like a ship?

89
I'd like to add an option to the player's choices when he has the option to stabilize cargo pods floating in space. Where would I do that?

90
I'm making a hullmod and I need to store the hullsize so I can get it later in an AdvanceableListener during combat. When I run Starsector it says it can't convert Object to int.
Code
private static Map mag = new HashMap();
static {
mag.put(HullSize.FRIGATE, 1);
mag.put(HullSize.DESTROYER, 2);
mag.put(HullSize.CRUISER, 3);
mag.put(HullSize.CAPITAL_SHIP, 4);
}
public int hs = 1;

@Override
    public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
this.hs = (int) mag.get(hullSize); // It doesn't like this line for some reason

    }

In another hullmod I do basically the same thing and it doesn't complain at all

Code
	private static Map mag = new HashMap();
static {
mag.put(HullSize.FRIGATE, 80f);
mag.put(HullSize.DESTROYER, 160f);
mag.put(HullSize.CRUISER, 160f);
mag.put(HullSize.CAPITAL_SHIP, 160f);
}

    @Override
    public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
stats.getCargoMod().modifyFlat(id, (Float) mag.get(hullSize)); // No problem here
stats.getFluxCapacity().modifyFlat(id, (Float) mag.get(hullSize) * -0.5f);
stats.getFluxDissipation().modifyFlat(id, -60f);

    }

I tried making it a float just to be 100% the same as the working one but it didn't make a difference. I'm not compiling into a .jar or .class file. I'm letting Starsector do the compiling, which has always worked fine for me before.

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