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Author Topic: Misc modding questions that are too minor to warrant their own thread  (Read 2002360 times)

banano of doom

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10650 on: April 26, 2024, 08:02:27 PM »

question
is there a less cursed method to make specific ships to always drop some commodities on death/scuttle/salvage
like, for example, if i want any XIV ship to always drop a corrupted nanoforge
or any ship with my own custom hullmod, to drop some of my own custom commodity
is there a simpler way to do it, rather than overriding a dozen vanilla plugins and listeners in a decidedly unsafe manner?
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Killer of Fate

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10651 on: April 27, 2024, 03:42:36 PM »

trying to give a weapon this funny quote thingy, like the Gigacannon has, but something's wrong... It doesn't register. The weapon is a system-like missile launcher for a fighter, is there some restriction to that?

NikoTheGuyDude

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10652 on: April 28, 2024, 01:41:20 PM »

Is there any way to spawn a hulk without the whole fireworks and flavor that of killing a existing ship?

Im trying to implement a in-combat terrain effect for fighting in a debris field, and the obvious choice is to just spawn a bunch of hulks, call split() on them (so they split up), then randomly distribute them around the battlespace. However, this is nearly *** impossible for various reasons, the most notable one being theres just... so many fireworks and so much flair caused by spawning a ship them turning it into a hulk (by killing it).
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NikoTheGuyDude

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10653 on: April 28, 2024, 01:42:05 PM »

Is there any way to spawn a hulk without the whole fireworks and flavor that of killing a existing ship?

Im trying to implement a in-combat terrain effect for fighting in a debris field, and the obvious choice is to just spawn a bunch of hulks, call split() on them (so they split up), then randomly distribute them around the battlespace. However, this is nearly *** impossible for various reasons, the most notable one being theres just... so many fireworks and so much flair caused by spawning a ship them turning it into a hulk (by killing it).

Related, is there any way even in theory to like... figure out what caused a debris field to spawn? I want to make these hulks representative of the ships that fought.
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SafariJohn

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10654 on: April 28, 2024, 02:43:00 PM »

Is there any way to spawn a hulk without the whole fireworks and flavor that of killing a existing ship?

Move it off map before killing it, then put it where you want it.


Related, is there any way even in theory to like... figure out what caused a debris field to spawn? I want to make these hulks representative of the ships that fought.

You might be able to track when the player enters your debris field and put the data in a static variable, then read that static variable in your combat plugin. Not great, but I don't there's any other way to pass the data.
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NikoTheGuyDude

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10655 on: April 28, 2024, 03:08:26 PM »


Move it off map before killing it, then put it where you want it.

Doesnt work. They still make the death message.

I should specify, I dont want any explosions or fire or glitter or even messages. In canon, these ships have just been sitting there for a while, derelict and dead. Having these messages would be immersion breaking.

EDIT: Hull size fighter seems to work. Im not sure why I never tried this.
EDIT TWO: Nevermind. Spawning the ships still causes a "INCOMING" ship message.
« Last Edit: April 28, 2024, 03:12:14 PM by NikoTheGuyDude »
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NikoTheGuyDude

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10656 on: April 28, 2024, 03:19:39 PM »

Okay, I got it to work. I use fleetmanager 100, disable deployment messages temporarily, then teleport the ships off to 9999f 9999f. It works very well and leaves no evidence that these were recently destroyed.
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ChronosMrk1

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10657 on: April 30, 2024, 12:54:55 AM »

How can I add ships to the cutom starting ships selection of Nexerelin?
« Last Edit: April 30, 2024, 01:03:31 PM by ChronosMrk1 »
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ChronosMrk1

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10658 on: April 30, 2024, 01:03:41 PM »

Ive edited the java file (using java made me feel like idk how to code lol) but I'm struggling to compile it. If I compile it normally it compiles but when i run the game I get:
Code
...has been compiled by a more recent version of Java Runtime (class file version 66.0), this version of Java Runtime only recognizes class file versions up to 52.0...
And when I try to make it compile into java 7 I get this:
Code
--release 7 is recommended instead of -source 7 -target 7 because it sets the bootstrap class path automatically
error: Source option 7 is no longer supported. Use 8 or later.
error: Target option 7 is no longer supported. Use 8 or later.
or this
Code
error: release version 7 not supported
in my cmd. I downloaded Java SE Development Kit 7u80 multiple times. Idk what to do. I don't really want to download the IDE unless I have to since I'm just using it for this one thing.
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10659 on: April 30, 2024, 01:11:52 PM »

question
is there a less cursed method to make specific ships to always drop some commodities on death/scuttle/salvage
like, for example, if i want any XIV ship to always drop a corrupted nanoforge
or any ship with my own custom hullmod, to drop some of my own custom commodity
is there a simpler way to do it, rather than overriding a dozen vanilla plugins and listeners in a decidedly unsafe manner?

Hmm, maybe providing a ShowLootListener may work here?


trying to give a weapon this funny quote thingy, like the Gigacannon has, but something's wrong... It doesn't register. The weapon is a system-like missile launcher for a fighter, is there some restriction to that?

It'll italicize if text2 starts with a "-" (no quotes), if that's what you're asking.

You might be able to track when the player enters your debris field and put the data in a static variable, then read that static variable in your combat plugin. Not great, but I don't there's any other way to pass the data.

I would avoid using static variables for this sort of thing like a plague. This would be a textbook campaign-sized memory leak!

Okay, I got it to work. I use fleetmanager 100, disable deployment messages temporarily, then teleport the ships off to 9999f 9999f. It works very well and leaves no evidence that these were recently destroyed.

(Nice!)
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vicegrip

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10660 on: April 30, 2024, 03:20:26 PM »

Is there something that might cause a .ogg music track to not play in game? I have two custom music tracks set to play during fleet and colony encounters. The game loads, but only the fleet encounter music plays. If I switch the filenames around then only the colony music (same fleet music track) plays, so it's probably not a naming issue, and dev mode shows the silent track is being streamed. What might cause this?

Edit: I guess it was an encoding issue because I solved it by converting the ogg to mp3 with audacity then converting it back to ogg with VLC. ??? Anyway problem solved.
« Last Edit: April 30, 2024, 03:27:01 PM by vicegrip »
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10661 on: May 01, 2024, 08:25:34 AM »

Ah - whew :)
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banano of doom

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10662 on: May 02, 2024, 12:15:46 AM »

Hmm, maybe providing a ShowLootListener may work here?
yes, i was recommended that
though i do not see a way to check salvage for fleetmembers that were not killed, but player opted not to recover them, from either side
i was hoping there's some innate property of the hullspec itself that controls how much commodities it drops on death? or is it all decided by a separate script after the battle? what about when ship is scuttled? or lost in npc-vs-npc battle, the debris field that remains after battle?
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Any and ALL sprites i ever posted on this forum are FREE to use. even if i'm using them myself. Don't ever, EVER ask for permission, or i will come to your home and EAT YOUR DOG!!!
i do NOT want to see my name appear in the credits section of any published mod and will consider it a personal insult.

NikoTheGuyDude

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10663 on: May 02, 2024, 06:13:10 PM »

How do I get the hyperspace location of a sectorentitytoken currently inside a system? I know this is possible, as transverse jump does it, as do jump points.
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NikoTheGuyDude

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10664 on: May 02, 2024, 06:16:31 PM »

How do I get the hyperspace location of a sectorentitytoken currently inside a system? I know this is possible, as transverse jump does it, as do jump points.

To be precise, Im trying to generate a jump point that will always be above another jump point in a system. Basically, how jump points normally work. Since I'm dynamically adding this jump point, I cant autogen hyperspace jumppoints, as that will double existing jumppoints.
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