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Author Topic: Misc modding questions that are too minor to warrant their own thread  (Read 1729942 times)

TrashMan

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4545 on: May 09, 2019, 05:30:10 AM »

Sometimes when I mouse over a fleet I get a crash and this in the errorlog. Seems to happen also with fleets that aren't form my mod, so I assume this is a core game issue?

Fairly sure this is an issue with invalid fighter wing ids being available to a faction, but not 100%. If you want to make dig in a bit, you can open up:

com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.fitFighters(CoreAutofitPlugin.java:907)

To line 907 and see what it says; might help point us in the right direction.


Line 097 is if (!category.fallback.isEmpty()) {

Code
		FighterWingSpecAPI desired = Global.getSettings().getFighterWingSpec(desiredWingId);
if (desired == null) continue;

//List<String> categories = getCategoriesInPriorityOrder(desired.getTags());
List<String> categories = desired.getAutofitCategoriesInPriorityOrder();

List<String> alternate = altWeaponCats.get(desired);
if (randomize && (alternate != null || random.nextFloat() < RANDOMIZE_CHANCE)) {
if (alternate == null) {
alternate = new ArrayList<String>();
for (String cat : categories) {
Category category = this.categories.get(cat);
if (!category.fallback.isEmpty()) {
int index = random.nextInt(category.fallback.size() - 1) + 1;
if (index != 0) {
alternate.add(category.fallback.get(index));
}
}
}
altFighterCats.put(desired, alternate);
}
if (!alternate.isEmpty()) {
categories = alternate;
}
} else if (randomize) {
altFighterCats.put(desired, new ArrayList<String>());
}



Also, regarding the PD booster, would this work (I'm not sure my syntax is corrrect)

Code
package data.shipsystems.scripts;

import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.impl.combat.BaseShipSystemScript;

public class sc_pd_booster extends BaseShipSystemScript {


    @Override
    public void apply(MutableShipStatsAPI stats, String id, State state, float effectLevel) {

        stats.getMaxSpeed().modifyMult(id, 1-(effectLevel*0.75f));
        stats.getMaxTurnRate().modifyMult(id, 1-(effectLevel*0.5f));

        stats.getAutofireAimAccuracy().modifyMult(id, 2+effectLevel);
        stats.getPDWeaponRangeBonus().modifyMult(id, 1+(effectLevel));
        stats.getPDWeaponDamageBonus().modifyMult(id, 1+(effectLevel));
    }

    @Override
    public void unapply(MutableShipStatsAPI stats, String id) {
        stats.getMaxSpeed().unmodify(id);
        stats.getMaxTurnRate().unmodify(id);

        stats.getAutofireAimAccuracy().unmodify(id);
        stats.getBallisticWeaponRangeBonus().unmodify(id);
        stats.getPDWeaponRangeBonus().unmodify(id);
        stats.getPDWeaponDamageBonus().unmodify(id);
    }

    @Override
    public StatusData getStatusData(int index, State state, float effectLevel) {
        float bonusPercent = (int) (effectLevel * 100f);
        if (index == 0) {
            return new StatusData("PD 0verdrive" + (int) bonusPercent + "%", false);
        }
        return null;
    }
}


Do getPDWeaponDamageBonus() and getPDWeaponRangeBonus() even exist?
« Last Edit: May 09, 2019, 12:08:52 PM by TrashMan »
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4546 on: May 09, 2019, 01:11:11 PM »

How do you make a fleet drop extra credits during salvage?

I am also interested in the answer to this

I don't think there's any easy/direct way to do that.


Line 097 is if (!category.fallback.isEmpty()) {

This most likely means one of the fighter wings in one of the mods has an invalid autofit tag.
For example if one had something like this:
fihgter4 (note the spelling)
That might do it. As might an entirely new tag with a number after it (such as say "blah12").

(I might be misremembering something, btw. If anyone else can chime in? This has come up before, iirc.)

Also, regarding the PD booster, would this work (I'm not sure my syntax is corrrect)

Do getPDWeaponDamageBonus() and getPDWeaponRangeBonus() even exist?

You can check the javadoc to see what methods exist. IIRC for PD it might be just range modifiers, not 100% sure.
« Last Edit: May 09, 2019, 01:14:10 PM by Alex »
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Vayra

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4547 on: May 09, 2019, 02:19:23 PM »

How do you make a fleet drop extra credits during salvage?

I am also interested in the answer to this

I don't think there's any easy/direct way to do that.

Nooooooo  :'(

Line 097 is if (!category.fallback.isEmpty()) {

This most likely means one of the fighter wings in one of the mods has an invalid autofit tag.
For example if one had something like this:
fihgter4 (note the spelling)
That might do it. As might an entirely new tag with a number after it (such as say "blah12").

(I might be misremembering something, btw. If anyone else can chime in? This has come up before, iirc.)

My mod was causing a very similar crash (crashing on mouseover of SOME fleets SOMETIMES) and someone PM'd me on Discord to tell me that they asked you about it and you said that something like this ("messed up tags") was the cause then too, so I'd buy that as the answer for sure.
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TrashMan

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4548 on: May 10, 2019, 02:57:44 PM »

Also, regarding the PD booster, would this work (I'm not sure my syntax is corrrect)

Do getPDWeaponDamageBonus() and getPDWeaponRangeBonus() even exist?

You can check the javadoc to see what methods exist. IIRC for PD it might be just range modifiers, not 100% sure.

Well, I can't find a single method that is designed to boost PD. At all. Something that could be added in the near future.
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TrashMan

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4549 on: May 11, 2019, 08:25:54 AM »

Line 097 is if (!category.fallback.isEmpty()) {

This most likely means one of the fighter wings in one of the mods has an invalid autofit tag.
For example if one had something like this:
fihgter4 (note the spelling)
That might do it. As might an entirely new tag with a number after it (such as say "blah12").

(I might be misremembering something, btw. If anyone else can chime in? This has come up before, iirc.)

My mod was causing a very similar crash (crashing on mouseover of SOME fleets SOMETIMES) and someone PM'd me on Discord to tell me that they asked you about it and you said that something like this ("messed up tags") was the cause then too, so I'd buy that as the answer for sure.


Ahh..I went trough the files a dozen times. Mission works fine. But mouse over a fleet and crash.

Here's my entire wing_data file. Can anyone see something wrong? Because I can't.

Code
id,variant,tags,tier,rarity,fleet pts,op cost,formation,range,attackRunRange,attackPositionOffset,num,role,role desc,refit,base value,,,,,,,,,,,,,number
dart_wing,ftg1-f-dart_variant,"fighter2, interceptor, low, basic_bp",1,,6,8,BOX,4000,500,,4,INTERCEPTOR,Interceptor,10,1800,,,,,,,2002,,,,,,
follower_wing,ftg1-f-follower_variant,"fighter2, interceptor, low, lowtech_bp",1,,5,8,V,4000,500,,4,INTERCEPTOR,Interceptor,10,1500,,,,,,,2008,,,,,,
stunner_wing,ftg1-f-stunner_variant,"fighter2, fighter, low, midline_bp",2,,4,8,BOX,4000,500,,4,SUPPORT,Support,10,4500,,,,,,,20608,,,,,,

hunter_wing,pir1-f-hunter_variant,"fighter2, fighter, low, pirate_bp",1,,5,8,V,4000,500,,4,INTERCEPTOR,Interceptor,10,2000,,,,,,,20202,,,,,,
harpoon_wing,pir1-f-harpoon_variant,"fighter2, fighter, low, pirate_bp",1,,3,8,V,4000,500,,4,SUPPORT,Support,10,4500,,,,,,,202023,,,,,,
sparker_wing,pir1-f-sparker_variant,"fighter2, fighter, low, pirate_bp",2,,2,8,V,4000,500,,4,ASSAULT,Assault,10,12000,,,,,,,7624,,,,,,

mig99_wing,rsf1-f-mig99_variant,"fighter2, interceptor, low, rsf_bp1",1,,5,8,BOX,4000,500,,4,INTERCEPTOR,Interceptor,6,3000,,,,,,,2002,,,,,,
su57_wing,rsf1-f-su57_variant,"fighter2, fighter, low, rsf_bp1",2,,3,8,CLAW,4000,500,,3,SUPPORT,Support,8,6000,,,,,,,2000,,,,,,
su74_wing,rsf1-f-su74_variant,"fighter2, fighter, mid,  rsf_bp2",2,,3,8,CLAW,4000,500,,3,FIGHTER,Fighter,8,7500,,,,,,,20004,,,,,,
su252_wing,rsf1-f-su522_variant,"fighter3, fighter, mid,  rsf_bp2",2,,3,10,CLAW,4000,500,,3,ASSAULT,Assault,10,6000,,,,,,,20004,,,,,,
tu610_wing,rsf1-f-tu610_variant,"bomber2, bomber, mid,  rsf_bp1",3,,2,12,CLAW,4000,500,,2,BOMBER,Bomber,10,15000,,,,,,,2001,,,,,,
tu620_wing,rsf1-f-tu620_variant,"fighter4, fighter, high,  rsf_bp2",3,,2,10,CLAW,4000,500,,2,ASSAULT,Assault,10,12000,,,,,,,20012611,,,,,,

f61_wing,isa1-f-f61_variant,"fighter2, interceptor, low,  isa_bp1",1,,4,8,BOX,4000,500,,4,INTERCEPTOR,Interceptor,10,3500,,,,,,,2008,,,,,,
a110_wing,isa1-f-a110_variant,"fighter3, fighter, low,  isa_bp1",2,,4,8,BOX,4000,500,,4,ASSAULT,Assault,10,8000,,,,,,,20700,,,,,,
f135_wing,isa1-f-f135_variant,"fighter4, fighter, mid,  isa_bp2",2,,3,8,V,4000,500,,4,FIGHTER,Fighter,10,10000,,,,,,,2006,,,,,,
mq90_wing,isa1-f-mq90_variant,"fighter2, fighter, mid,  isa_bp2",1,,3,8,V,4000,500,,4,FIGHTER,Fighter,10,8000,,,,,,,20044,,,,,,
f171_wing,isa1-f-f171_variant,"fighter3, fighter, mid,  isa_bp1",2,,3,10,V,4000,500,,3,SUPPORT,Support,10,9000,,,,,,,20306,,,,,,
b202_wing,isa1-f-b202_variant,"bomber2, bomber, high,  isa_bp1",3,,2,12,BOX,4000,500,,3,BOMBER,Bomber,10,15000,,,,,,,2007,,,,,,
ac300_wing,isa1-f-ac300_variant,"fighter4, fighter, high,  isa_bp2",3,,2,10,BOX,4000,500,,3,ASSAULT,Assault,10,12000,,,,,,,207007,,,,,,

tornado_wing,uin1-f-tornado_variant,"fighter2, interceptor, low, uin_bp1",1,,5,8,V,4000,500,,4,INTERCEPTOR,Interceptor,10,4500,,,,,,,20608,,,,,,
hurricane_wing,uin1-f-hurricane_variant,"fighter2, interceptor, mid, uin_bp1",2,,3,8,V,4000,500,,4,INTERCEPTOR,Interceptor,10,9000,,,,,,,202608,,,,,,
blizzard_wing,uin1-f-blizzard_variant,"fighter3, fighter, mid, uin_bp2",2,,3,8,V,4000,500,,4,SUPPORT,Support,10,8500,,,,,,,206078,,,,,,
lancer_wing,uin1-f-lancer_variant,"fighter4, fighter, mid, uin_bp2",2,,2,8,BOX,4000,500,,4,SUPPORT,Support,10,12000,,,,,,,2060782,,,,,,

viper_wing,xle1-f-viper_variant,"fighter2, interceptor, low, xle_bp1",1,,4,8,BOX,4000,500,,4,INTERCEPTOR,Interceptor,10,3600,,,,,,,20023,,,,,,
stinger_wing,xle1-f-stinger_variant,"fighter2, fighter, low, xle_bp1",1,,3,8,CLAW,4000,500,,4,FIGHTER,Fighter,10,5600,,,,,,,2002313,,,,,,
cobra_wing,xle1-f-cobra_variant,"fighter3, fighter, mid, xle_bp1",2,,3,8,CLAW,4000,500,,4,FIGHTER,Fighter,10,6400,,,,,,,200233,,,,,,
raptor_wing,xle1-f-raptor_variant,"fighter4, fighter, mid, xle_bp2",2,,3,8,CLAW,4000,500,,4,ASSAULT,Assault,10,7200,,,,,,,2002373,,,,,,

claw_wing,wdw1-ftr-claw_variant,"fighter2, fighter, low, midline_bp",1,,4,8,V,4000,500,,4,FIGHTER,Fighter,10,4000,,,,,,,2008,,,,,,

keeper_wing,ffs1-f-keeper_variant,"fighter1, fighter, mid, ffs_bp",1,,6,8,CLAW,5000,500,,3,INTERCEPTOR,Interceptor,10,5000,,,,,,,20304,,,,,,
regulator_wing,ffs1-f-regulator_variant,"fighter2, fighter, high, ffs_bp",,,3,8,CLAW,5000,500,,3,FIGHTER,Fighter,10,11000,,,,,,,20304,,,,,,

ASF14_wing,vns-f-phnh_assault,"fighter5, fighter, high, pns_bp2",3,,8,12,CLAW,5000,500,,3,FIGHTER,Heavy Fighter,10,15000,,,,,,,100940,,,,,,
ASF14E_wing,vns-f-phnh_elite,"fighter5, fighter, high, pns_bp4",4,,,8,CLAW,5000,500,,3,FIGHTER,Heavy Assault,10,18000,,,,,,,100942,,,,,,
Falcon_wing,vns-f-falcon_variant,"fighter3, fighter, mid, pns_bp1",1,,5,8,V,4000,500,,4,FIGHTER,Fighter,8,8000,,,,,,,100943,,,,,,
PhnI_wing,vns-f-phni_standard,"fighter4, interceptor, mid, pns_bp3",2,,8,10,V,5000,500,,3,INTERCEPTOR,Adv. Interceptor,10,15000,,,,,,,100944,,,,,,
PhnI_Spec_wing,vns-f-phni_specops,"fighter4, interceptor, mid, pns_bp4",3,,8,12,V,5000,500,,3,INTERCEPTOR,Spec. Ops.,10,18000,,,,,,,100945,,,,,,
Armageddon_wing,vns-f-armageddon2_variant,"bomber5, bomber, high, pns_bp1",4,,10,16,BOX,5000,500,,2,BOMBER,Super Bomber,30,25000,,,,,,,100946,,,,,,
Armageddon_t_wing,vns-f-armageddon2_APOC,"bomber5, bomber, high, pns_bp4",5,,10,16,BOX,5000,500,,2,BOMBER,Strategic Bomber,30,30000,,,,,,,100947,,,,,,
Lightbringer_wing,vns-f-lightbringer_std,"bomber3, bomber, mid, pns_bp2",3,,5,10,BOX,5000,500,,2,BOMBER,Beam Bomber,10,20000,,,,,,,100948,,,,,,
Thunderbird_wing,vns-f-thunderbird_variant,"fighter2, fighter, mid, pns_bp2",1,,4,9,V,4000,500,,3,FIGHTER,Interceptor,8,10000,,,,,,,100950,,,,,,
Valkyrie_wing,vns-f-drone_variant,"fighter1, fighter, mid, pns_bp1",1,,4,10,V,4000,500,,3,FIGHTER,Drone,8,12000,,,,,,,100951,,,,,,

AI_fighter_wing,AI-fighter_variant,"fighter2, fighter, no_sell",1,,6,8,BOX,5000,500,,4,FIGHTER,Fighter,10,10000,,,,,,,2004,,,,,,

alien_fighter_wing,alien-fighter_variant,"fighter2, fighter, no_sell",1,,6,8,BOX,4000,500,,5,FIGHTER,Fighter,10,12500,,,,,,,2003,,,,,,
alien_bomber_wing,alien-bomber_variant,"bomber2, bomber, no_sell",1,,2,8,BOX,4000,500,,4,SUPPORT,Support,10,16000,,,,,,,200333,,,,,,

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Snrasha

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4550 on: May 12, 2019, 04:41:22 AM »

The shipsystem:
Quote
{
    "id":"SAD_DisturbSystem",
    "type":"STAT_MOD",
    "aiType":"WEAPON_BOOST",
    "statsScript":"src.data.shipsystems.scripts.SAD_DisturbSystem",

    "useSound":"system_targeting_feed",
    "outOfUsesSound":"gun_out_of_ammo",
}
The crash:
Quote
71268 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at com.fs.starfarer.combat.ai.system.do.o00000(Unknown Source)
    at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
    at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)

When the ai play with the ship, when a ship appears on the vision of it, it crash.  Not happens on 0.9.a


EDIT:
Like someone has answer me on Discord: Without, the game crash
Quote
"weaponTypes":[BALLISTIC],
« Last Edit: May 12, 2019, 05:01:37 AM by Snrasha »
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Add battle options on Com Relay/ Framework for modders for add their own bounty.

Sanguinary Autonomist Defectors A fan-mod of Shadowyard.

Inventor Raccoon

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4551 on: May 13, 2019, 03:05:03 PM »

Is it possible for a mod to replace a vanilla java file/plugin that isn't one of them in settings.json? Something like BattleCreationPluginImpl?
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4552 on: May 13, 2019, 03:40:09 PM »

Is it possible for a mod to replace a vanilla java file/plugin that isn't one of them in settings.json? Something like BattleCreationPluginImpl?

Yes - provide this kind of method in a CampaignPlugin (you'll want to extend BaseCampaignPlugin, though):

Code: java
public PluginPick<BattleCreationPlugin> pickBattleCreationPlugin(SectorEntityToken opponent) {
if (opponent instanceof CampaignFleetAPI) {
return new PluginPick<BattleCreationPlugin>(new BattleCreationPluginImpl(), PickPriority.CORE_GENERAL);
}
return null;
}

With a higher priority than CORE_GENERAL. And doing any necessary checks if you only want to use your plugin in some set of circumstances instead of across the board.

See: com.fs.starfarer.api.impl.campaign.CoreCampaignPluginImpl for vanilla implementations of these kinds of methods.

Edit: btw, for this sort of thing you generally want to open up your IDE, make sure it knows where the API source is, and then do "show references" (or some such) on the class you're interested in. That'll show you where it's used, and in particular where new instances of it are created - and seeing how that's done should let you know whether it's something that's structured so another class can be provided, or not.


@TrashMan: took a look, and unfortunately nothing jumps out as looking wrong.
« Last Edit: May 13, 2019, 04:00:25 PM by Alex »
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Vayra

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4553 on: May 13, 2019, 09:18:49 PM »

Some DamageAPI questions...  ;D

1) Does a beam's DamageAPI.getDamage() fluctuate in any way (i.e. based on time, damage target, ??) or does it always return the DPS of the beam (plus skill/hullmod effects)?

and

2) Does a beam's DamageAPI.computeDamageDealt(amount) take damage type into account -- as in, will it return a higher number if the beam is Kinetic and hitting a shield? (looking at it, it seems like probably not since I can't see the damage target being passed to the DamageAPI anywhere, but I figure it pays to ask)

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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4554 on: May 13, 2019, 09:37:26 PM »

It fluctuates based on the beam brightness and it's 0 on the frames where the beam isn't doing damage.

And, right, computeDamageDealt does not take a target into account. I'm not sure I'd use that method for anything reliable - it does some behind-the-scenes stuff i.e. figures out the beam damage this frame based on damage.setDpsDuration(), which is called from the beam code every X frames when it's time to do a tick of damage.
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Vayra

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4555 on: May 13, 2019, 09:43:52 PM »

It fluctuates based on the beam brightness and it's 0 on the frames where the beam isn't doing damage.

And, right, computeDamageDealt does not take a target into account. I'm not sure I'd use that method for anything reliable - it does some behind-the-scenes stuff i.e. figures out the beam damage this frame based on damage.setDpsDuration(), which is called from the beam code every X frames when it's time to do a tick of damage.

Okay, so if I wanted to get the base damage per tick on a beam, I'd want to do something like...

Code
damage = (beam.getDamage().getDamage() * beam.getBrightness()) / 10f;

?
« Last Edit: May 13, 2019, 09:52:27 PM by Vayra »
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4556 on: May 13, 2019, 09:56:51 PM »

No; getDamage().getDamage() would return 0 on non-damaging frames, and would already factor in the brightness on damaging frames. Basically trying to get anything super exact here seems like it'll be troublesome.
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Vayra

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4557 on: May 13, 2019, 10:34:54 PM »

No; getDamage().getDamage() would return 0 on non-damaging frames, and would already factor in the brightness on damaging frames. Basically trying to get anything super exact here seems like it'll be troublesome.

Ah, I'll just leave the brightness out then. It sounds like this might work for me, actually. Thanks!
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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4558 on: May 16, 2019, 03:31:10 PM »

Is there a good summary of what all the different ProjectileSpawnTypes and CollisionClasses are or do?

Specifically I've never really been clear on:
OTHER -- what is it?
BALLISTIC_AS_BEAM with the new passThroughMissiles flag vs. PLASMA -- Is it that PLASMA always hides the projectile sprite and passes through missiles, and with BALLISTIC_AS_BEAM both of those are optional? (I forget if BALLISTIC_AS_BEAM alwyas hides the projectile sprite or not  :-X)

and then on the CollisionClass side PROJECTILE_FF, MISSILE_FF, and MISSILE_NO_FF are all pretty clear, but:
RAY, RAY_FIGHTER -- what's the difference between these and the PROJECTILE CollisionClasses?
PROJECTILE_NO_FF vs. PROJECTILE_FIGHTER -- is there a difference here?
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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4559 on: May 17, 2019, 05:37:23 AM »

So I'm planning to halve population growth rates of NPC markets (in conjunction with manually implemented market size increases).

I have a singleton "manager" class that I'm currently using for a range of other things:
Code: java
public class ColonyManager extends BaseCampaignEventListener implements EveryFrameScript,
EconomyTickListener, InvasionListener
Will undesired effects happen if I make such a class implement MarketImmigrationModifier and use the one instance as a transient immigration modifier for multiple markets?
(i.e. should I put the immigration modifier code in a market condition instead?
« Last Edit: May 17, 2019, 05:46:18 AM by Histidine »
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