Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 ... 29 30 [31] 32 33 ... 706

Author Topic: Misc modding questions that are too minor to warrant their own thread  (Read 1699985 times)

Sarducar_Dun

  • Ensign
  • *
  • Posts: 18
    • View Profile
Re: Misc modding questions that are too minor to warrant their own thread
« Reply #450 on: April 25, 2013, 12:22:58 AM »

Ahhhh that makes sense. Thanks a bunch.
Logged

ShadowFox

  • Lieutenant
  • **
  • Posts: 92
  • Deserve Victory
    • View Profile
Re: Misc modding questions that are too minor to warrant their own thread
« Reply #451 on: April 25, 2013, 01:50:12 AM »

So my question is a bit strange, and perhaps might be irrelevant since it may make little sense to keep within Starsector, but I am looking to see if it is at all possible to make it so when max flux is reached and overload happens, can the weapons still be used. I am working on the Star Wars Mod, and I want to try and make it as close to lore as possible. I have no idea if this is possible or not, but it would go a long way to making the mod play how I want it to.

Obviously if that can't be done, I will work around it. But I'm hoping there is some workaround. My weapons generate 0 flux, so flux is only a  measure of shield strength. Thanks in advance to any help with this matter.
Logged
NEVER assume you know more than your enemy.

Sproginator

  • Admiral
  • *****
  • Posts: 3592
  • Forum Ancient
    • View Profile
Re: Misc modding questions that are too minor to warrant their own thread
« Reply #452 on: April 25, 2013, 08:09:57 AM »

Custom beam graphics

How does one set the Projectile graphic of a pulse shot, kinda like the Autopulse shot, To be a custom sprite?
Logged
A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23986
    • View Profile
Re: Misc modding questions that are too minor to warrant their own thread
« Reply #453 on: April 25, 2013, 03:07:28 PM »

How does one set the Projectile graphic of a pulse shot, kinda like the Autopulse shot, To be a custom sprite?

"textureType":"SMOOTH",

That line in the .proj file can also point to an array of graphics filenames, like so:
"textureType":["filename1.png","filename2.png"]

IIRC the first one is the fringe and the second one the core of the beam/pulse projectile, but I might have that reversed.


So my question is a bit strange, and perhaps might be irrelevant since it may make little sense to keep within Starsector, but I am looking to see if it is at all possible to make it so when max flux is reached and overload happens, can the weapons still be used. I am working on the Star Wars Mod, and I want to try and make it as close to lore as possible. I have no idea if this is possible or not, but it would go a long way to making the mod play how I want it to.

Obviously if that can't be done, I will work around it. But I'm hoping there is some workaround. My weapons generate 0 flux, so flux is only a  measure of shield strength. Thanks in advance to any help with this matter.

Not possible, sorry :)
Logged

Sproginator

  • Admiral
  • *****
  • Posts: 3592
  • Forum Ancient
    • View Profile
Re: Misc modding questions that are too minor to warrant their own thread
« Reply #454 on: April 25, 2013, 03:12:23 PM »

But doesn't that set it up to just as a shaped beam, I'm trying to get it to work like a bullet sprite :)
Logged
A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

LazyWizard

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1363
    • View Profile
    • GitHub Profile
Re: Misc modding questions that are too minor to warrant their own thread
« Reply #455 on: April 25, 2013, 06:43:17 PM »

So my question is a bit strange, and perhaps might be irrelevant since it may make little sense to keep within Starsector, but I am looking to see if it is at all possible to make it so when max flux is reached and overload happens, can the weapons still be used. I am working on the Star Wars Mod, and I want to try and make it as close to lore as possible. I have no idea if this is possible or not, but it would go a long way to making the mod play how I want it to.

Obviously if that can't be done, I will work around it. But I'm hoping there is some workaround. My weapons generate 0 flux, so flux is only a  measure of shield strength. Thanks in advance to any help with this matter.

You could have a plugin that constantly scans the ships on the battlefield, and when it finds one that is overloading it stops the overload, sets the shield unfold rate to zero, and starts a timer to remove the malus X seconds from now. This would (sort of) disable the shields when an overload happens without the rest of the effects of an overload. I think that's as close as you can get to what you want in the current version.
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23986
    • View Profile
Re: Misc modding questions that are too minor to warrant their own thread
« Reply #456 on: April 25, 2013, 07:55:44 PM »

But doesn't that set it up to just as a shaped beam, I'm trying to get it to work like a bullet sprite :)

You can use the ballistic projectile spawn type, then.
Logged

Sproginator

  • Admiral
  • *****
  • Posts: 3592
  • Forum Ancient
    • View Profile
Re: Misc modding questions that are too minor to warrant their own thread
« Reply #457 on: April 25, 2013, 07:58:17 PM »

I'm unsure what you mean, sorry :(
Logged
A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23986
    • View Profile
Re: Misc modding questions that are too minor to warrant their own thread
« Reply #458 on: April 25, 2013, 08:22:26 PM »

What I mean is, if you're trying to get it to work like a bullet sprite, use a bullet, like the ballistic weapons do.
Logged

Sproginator

  • Admiral
  • *****
  • Posts: 3592
  • Forum Ancient
    • View Profile
Re: Misc modding questions that are too minor to warrant their own thread
« Reply #459 on: April 25, 2013, 08:31:09 PM »

And how is this accomplished? :)
Logged
A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

Vinya

  • Captain
  • ****
  • Posts: 379
  • Vulgar at best...
    • View Profile
    • Mykyria Scifi/Zombie writing blog (Old site)
Re: Misc modding questions that are too minor to warrant their own thread
« Reply #460 on: April 25, 2013, 08:42:04 PM »

Is it possible to make a 'weapon' that in reality is just an external cargo pod mounted instead of a weapon? Therefore it wouldn't turn or anything- just cost a few OP and add cargo space.

If not, would be a good suggestion.
Logged
If by "good guys" you mean "elitist regime that suppresses colonial independence and thrives off of an overwhelmingly deep gap in wealth between social classes," then yes.

Silver Silence

  • Admiral
  • *****
  • Posts: 980
    • View Profile
Re: Misc modding questions that are too minor to warrant their own thread
« Reply #461 on: April 25, 2013, 10:14:14 PM »

I wouldn't mind something similar to add armour or better shielding. Cover up all those mounts I've no use for, or have run out of OP to fit.
Logged

Arumac

  • Lieutenant
  • **
  • Posts: 98
    • View Profile
Re: Misc modding questions that are too minor to warrant their own thread
« Reply #462 on: April 27, 2013, 07:41:42 PM »

On another note, I was wondering if any in fact had a way to make projectiles that impacted other projectiles? One of the systems Im working on is basically an anti-projectile system. Basically what I'm building is a weapon that fires a quick burst of projectiles with a wide firing pattern, and destroys other projectiles in a short range in front of the ship. I know I could use missiles, but I find that a missile-based system limits the longevity of this ship considerably due to ammo (I dont want to make too many solid weapon systems that simply regen ammo). Plus, when I have the missile slow down to a crawl and the PDs still focus the non-damaging missiles down, it looks kind of silly.
Logged

sarducardun

  • Commander
  • ***
  • Posts: 120
  • Welcome the angel of death
    • View Profile
Re: Misc modding questions that are too minor to warrant their own thread
« Reply #463 on: April 28, 2013, 01:51:55 AM »

Beat me to it arumac. I was looking for a way to not need shields on a high tech ship and I had just settled on powerful integrated pd that will hit anything.
« Last Edit: April 28, 2013, 01:56:48 AM by sarducardun »
Logged

HELMUT

  • Admiral
  • *****
  • Posts: 1363
    • View Profile
Re: Misc modding questions that are too minor to warrant their own thread
« Reply #464 on: April 28, 2013, 05:06:07 AM »

I tried to create a mod and add a ship in it. First time it worked, but the engines where too bright, so i used Trylobot Ship Editor to change them a bit. Now Starsector dont want to start, i got this in the logs, however i'm not too sure what i am looking at:

Spoiler
--------------------------------
4635 [Thread-6] ERROR com.fs.starfarer.combat.D  - org.json.JSONException: JSONObject["id"] not found.
org.json.JSONException: JSONObject["id"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getString(JSONObject.java:577)
   at com.fs.starfarer.loading.LoadingUtils.super(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.super(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.H.super(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Some help please?
Logged
Pages: 1 ... 29 30 [31] 32 33 ... 706