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Author Topic: Misc modding questions that are too minor to warrant their own thread  (Read 2048359 times)

Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10305 on: November 15, 2023, 11:57:04 AM »

It's intended behavior, yeah. It's not likely that this would actually change.

What's the issue with making the hullmod not-hidden? The main thing hidden *does* is "do not show this in the hullmod picker" so unless I'm missing something, this behavior sounds like the primary feature of the flag, working. *Am* I missing something?
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Jage

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10306 on: November 15, 2023, 12:22:52 PM »

Does anybody know why i cant put black outlines for my ship? im just wondering
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vicegrip

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10307 on: November 15, 2023, 12:29:05 PM »

The officerSkills in .faction determines which skills officers of that faction will pick, but is there a way to explicitly forbid a skill from being chosen?

Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10308 on: November 15, 2023, 12:34:33 PM »

The officerSkills in .faction determines which skills officers of that faction will pick, but is there a way to explicitly forbid a skill from being chosen?

Not through the faction file, I don't think. You'd have to adjust the hireable officers in a ColonyInteractionListener or some such.
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SafariJohn

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10309 on: November 15, 2023, 01:20:31 PM »

It's intended behavior, yeah. It's not likely that this would actually change.

What's the issue with making the hullmod not-hidden? The main thing hidden *does* is "do not show this in the hullmod picker" so unless I'm missing something, this behavior sounds like the primary feature of the flag, working. *Am* I missing something?

The issue is we only want these sort of hullmods to show up in a ship's built-ins and in the s-mod list. It might be possible to do this in some roundabout way atm, but I don't think so.

Really just need an exception for the S-mod list to show hidden hullmods that have an s-mod effect and are not hiddenEverywhere. Everything else is already good - e.g. s-modded built-ins can't be de-S-modded.
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10310 on: November 15, 2023, 03:29:25 PM »

Hmm. Not necessarily the hardest change, but the code is just tricky enough (with various modes the dialog can be in, and the ability to undo changes) that I'd have to gin up a test case to make sure it worked right. I'll keep it in mind!
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Lukas04

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10311 on: November 16, 2023, 05:36:50 PM »

It's intended behavior, yeah. It's not likely that this would actually change.

What's the issue with making the hullmod not-hidden? The main thing hidden *does* is "do not show this in the hullmod picker" so unless I'm missing something, this behavior sounds like the primary feature of the flag, working. *Am* I missing something?

Setting a hullmod to hidden is just the best way to avoid giving the player access to it outside of its intended purposes. Theres tags for preventing them from dropping or appearing, but ive seen those not always work (probably some mod conflicts). In this case i was talking specificly about a hullmod that would only be available as a built-in for a specific line of ships.
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10312 on: November 16, 2023, 06:06:21 PM »

Ah, I see, thank you for clarifying.

... if you (or someone else) can gin up a quick standalone mod for me to test this with I'll give it a go!
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touchofvanilla

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10313 on: November 18, 2023, 07:03:52 AM »

I'm making a hullmod that reflects beams off of ships/modules with said hullmod, but I'm running into a few minor issues...

Is there a method to set the offset of a weapon? I'm using FX drones to 'reflect' the beams but the weapon offsets create a bit of a disjoint, and I'm not sure how to adjust them.


A HIL, which has a sufficient offset to cause the disjoint.


Secondly, I'm running into an issue where specific 'reflected' beams will hit the armor plate that has the hullmod, but appear to hit the armor plate instead of travelling normally. Here's another screenshot... Is there a way to make friendly beams pass through the armor plate, similar to fighter beams passing through their host ship?


A Tachyon lance, which consistently has this issue
« Last Edit: November 18, 2023, 07:16:13 AM by touchofvanilla »
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bilbois

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10314 on: November 18, 2023, 07:24:25 AM »

https://imgur.com/a/zQdwd5b

why this happen in my game??
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10315 on: November 18, 2023, 11:04:42 AM »

Whoa, super cool!

Is there a method to set the offset of a weapon? I'm using FX drones to 'reflect' the beams but the weapon offsets create a bit of a disjoint, and I'm not sure how to adjust them.

WeaponAPI.ensureClonedSpec() to make a copy of the weapon spec, so that your changes don't affet ALL weapons of this type in the game. And then you can do:
WeaponAPI.getSpec(), which returns a WeaponSpecAPI. That has:
List<Vector2f> getHardpointFireOffsets();
List<Float> getHardpointAngleOffsets();
List<Vector2f> getTurretFireOffsets();
List<Float> getTurretAngleOffsets();
List<Vector2f> getHiddenFireOffsets();
List<Float> getHiddenAngleOffsets();

You can edit these lists. The fire offsets are pairs of coordinates, so each "fire offset" list would have twice the size of the related "angle offset" list.


Secondly, I'm running into an issue where specific 'reflected' beams will hit the armor plate that has the hullmod, but appear to hit the armor plate instead of travelling normally. Here's another screenshot... Is there a way to make friendly beams pass through the armor plate, similar to fighter beams passing through their host ship?

You could set the collision class on the beam to CollisionClass.RAY_FIGHTER. Or you could try to finagle the offset so that the beam spawns outside the plate.


https://imgur.com/a/zQdwd5b

why this happen in my game??

Hi - this isn't the thread for this; if you have a suspicion which mod is causing the issue, you can ask/report the issue in that mod's thread. If not, a post in the modded bug reports forum might be the way to go; someone might have seen this before and be able to point you in the right direction.
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Liral

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10316 on: November 18, 2023, 07:21:11 PM »

How can we adjust how much a hyperspace storm throws a fleet off-course?  I have checked Solar Shielding, but its in-game description "...also has the same effect against storms in deep hyperspace" and code stats.getDynamic().getStat(Stats.CORONA_EFFECT_MULT).modifyMult(id, mult); are not explicitly about being thrown off course.

I ask because I have the idea that the player could somehow reduce this amount, whether through having more and larger ships in the fleet, having multiple Drive Field Stabilizer ships, or s-modding Solar Shielding or Augmented Drive Field.
« Last Edit: November 18, 2023, 07:59:27 PM by Liral »
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Lukas04

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10317 on: November 19, 2023, 12:43:52 AM »

Would there be a way to hide the presence of a faction in a system, as in, dont have their name show up on hover & change the icon?
Would like to have a factions market be hidden, as they are nomadic, but not excluded from the economy, with the logic being essentialy only trading partners knowing their locations at all times.
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NeoLemon

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10318 on: November 19, 2023, 05:27:31 AM »

there is few question here

1. Is there a way to make custom nebula system? one that without an anchor?

2. Is there a way to implement isolated MarketAPI into specific market? i want to make a hidden market still can import stuff

3. Is there a way to make market inside economy invisible to raid and saturation bombardment?

Thankyo
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touchofvanilla

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10319 on: November 19, 2023, 12:37:02 PM »

You could set the collision class on the beam to CollisionClass.RAY_FIGHTER. Or you could try to finagle the offset so that the beam spawns outside the plate.

Unfortunately, doing the offset doesn't solve the issue. I can't find any methods to dynamically change the Collison Class of a beam. Does one exist?
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