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Messages - bananana

Pages: 1 [2] 3 4 ... 16
16
is it possible, in any way at all, to spawn a customVisualDialog, or some part thereof, or just a customPanel with buttons in it
from inside the refit screen
without closing the refit screen
or in some other way make an interactive popup with several buttons in it, that pops up in response to some action in the refit screen

17
Ah, double-checking this, I believe only the parent station body gets the STATION_WEAPONS_LAYER hint added to it. So its weapons should render above all of the modules.
not hint, per se
also, what actually applies that property?
just having any station module type slots? something assigned to those slots?
at what point does a ship stop being just a ship and becomes a station
removing the SHIP_WITH_MODULES hint changed nothing

18
I don't think it's doable, although it's pretty close to it - module weapons are rendered above all of the ships if the module has a CombatEngineLayers.STATION_WEAPONS_LAYER rendering layer.
out of curiosity
in what exact scenario does this ever happen?
from my observation, module's weapons always render below parents's weapons, however module itself can render above parent's hull
and if module has BELOW_PARENT hint, then both it and all it's weapons will render below the parent, ignoring all other conditions
in which situation could module's weapons render above parent's weapons?

example:
parent is marked in green
module marked in blue
ring is a decorative weapon, mounted on module
tube-looking thing is a large ballistic turret
the deco mounted on module is rendering above parent, but below all parent's weapons
Spoiler

[close]
interestingly, this was not always the case, i remember struggling with this exact ship several years ago, and then all module's weapons rendered above all parent's weapons. which was an unwanted effect then, but i utilized it on another ship, to "fake" a module being above parent and all weapons, by simply putting a copy of it's own sprite on the module as a deco weapon. was surprised when it suddenly stopped working out of the blue.

19
what are the options for making a module render above weapons mounted on the core ship?
or, alternatively, making the weapons (all, or some in particular), render below modules mounted on the same ship?
i'm sure it was asked 9000 times already
but, what is the current situation in that regard, as it stands now? and is anything planned to change for the next patch, regarding render order?

20
another question, is it possible to get the image path for the empty mount cover that the weapon slot would be using otherwise if it was empty

21
Hmm - have you tried TooltipMakerAPI.showCargo()? It's intended as the addShipList() equivalent for cargo.
i did, and it works, and i was using it quite a lot before asking
however, unlike addShipList, it does not produce an info tooltip on mouse hover
unless there's some extended option or method to allow that
nor does it allow to choose the icon size

22
question
is it possible to somehow embed into TooltipMakerAPI or CustomPanelAPI an inventory item (be it a commodity, a special item, or a weapon), so that it would behave the same way as it does in the inventory on hover, display the native popup info tooltip (and not a manually recreated copy thereof)?
or maybe embed a 1x1 cell of loot cargo window, and put a specified item in there?
something similar to how addShipList works

23
is it possible to make a hullmod's tooltip expandable?

yes, technically

you can have your addPostDescriptionSection check for key presses sing Keyboard.isKeyPressed(); from lwjgl & use that to toggle a boolean that shows the extra stuff.
that's actually backwards
i was wondering if i could hijack the tooltip expander to do stuff instead of actually expanding the tooltip
which i can do. but not with hullmod.

24
is it possible to make a hullmod's tooltip expandable?

25
is it possible to force beam spec weapon actually load and render the _barrel sprite ?
even if it deosn't actually recoil? for purposes of manually handling it via script

26
Oh, hmm - pretty sure there isn't, sorry! Your best bet might be checking the location of the fighter and then comparing that against the launch port locations, if you're able to access those.
yes, i'm already doing that
problem is, fighters don't seem to spawn directly from the launch port location, but somewhere nearby, so i can't exactly catch them even immediately on launch even

27
is there a way to check which specific launch port the individual ShipAPI fighter is launching from ?
calling fiighter.getWing.getSource returns the whole bay from which the wing belongs, and i can get individual port locations from it
but not which fighter was launched from where

28
Hi, all forges that produce resources are mods that can be added and removed even without a dock, and is intended to be how you control your production level, at the cost of the ship's CR per tweak.
he means a campaign layer ability, to toggle on/off production for all ships at the same time
it's not that hard to do, just add a check into your production code that checks if the "ability_id" is currently active, and otherwise just return;, the ability itself doesn't need to actually do anything, just be there and look pretty
it adds a lot of convenience being able to just turn everything on/off instead of going through every ship and removing every hullmod

29
what would be the safest way to detect the event of missile being killed by PD fire?
to make stuff happen

30
is it possible to change this text for one specific ability?
the "press F1 for more info"

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