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Author Topic: The Code Foundry  (Read 7857 times)

Romeo_One

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The Code Foundry
« on: January 17, 2013, 03:21:12 PM »

Hey guys,

I saw a few random threads popping up asking for scripts and plugins, so I was thinking that it might be better if we would gather all requests in one place. It makes organizing these things easier.

Also I would like to gather all scripts and plugins here that are available for the community.
So if you have scripts and plugins that you wish to share, just post them up, I will add them to the list.

Its also a nice way of giving our code-mongerers a bit of credit and exposure.

LazyWizards LazyLib, a library for modders
Link to original thread

Chain Lightning Beam Effect : by LazyWizard  - Needs to be attached to a weapon
You need to add a "BeamEffect" to a beamweapon.
Link

Ejecting Escape Pods : by silentstormpt - Needs to be attached to a weapon
You need to add an "everyFrameEffect" to it and link the script. You can configure the amount of pods and when its triggered.
Link
Video

Rotating Dish : by Okim - Needs to be attached to a weapon
This script allows objects to rotate 360 degrees, it has to be called by an "EveryFrameEffect".
Link


Spawning electric arcs on damaged ships : by Psyion - Has to go into the "plugin" folder
Spawns electric arcs on damaged ships.
Link
Spoiler

[close]

Spawning explosions on a ship : by silenstrompt - Has to go into the "plugin" folder
Spawns explosion on damaged ships.
Link
This library is required: Link

Broadside weapon covers - animated : by xangle13 - Needs to be attached to a weapon
Controls broadside weapon animations.
Link
Video - hosted on a chinese(?) website.

Bridge Communication : by xangle13 - Has to go into the "plugin" folder
A script that adds bridge communication.
Link
Video - hosted on a chinese(?) website.

Play an animation when venting flux : by Okim - Needs to be attached to a weapon
An animation is played when venting, needs a "decorative" "weapon" using this effect.
Link
Video


An alternate script for flux venting : by silentstormpt - Needs to be attached to a weapon
Link

Animation when ship system is used : by silentstormpt - Needs to be attached to a weapon
Allows for things like drone hangar doors to open when releasing drones.
Link
« Last Edit: January 20, 2013, 02:28:23 AM by Romeo_One »
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arcibalde

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Re: The Code Foundry
« Reply #1 on: January 18, 2013, 02:47:26 PM »

I like this but could you add at least 1 pic (for every "effect") showing how it looks?
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Romeo_One

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Re: The Code Foundry
« Reply #2 on: January 18, 2013, 02:51:00 PM »

Hmm, yeah sure can do, will add them tomorrow (GMT +1)

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Nekora

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Re: The Code Foundry
« Reply #3 on: January 18, 2013, 11:05:14 PM »

Hey, the Rotating dish does not work.

I get the following error.

Caused by: org.codehaus.commons.compiler.CompileException: Source file "data/scripts/weapons/RotatingDish.java" does not declare class "data.scripts.weapons.RotatingDish"
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Romeo_One

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Re: The Code Foundry
« Reply #4 on: January 19, 2013, 12:04:10 AM »

Do you call the script at: data.scripts.plugins.RotatingDish? Because thats where its package points at.

According to your error log, you call it at data/scripts/weapons/.
« Last Edit: January 19, 2013, 12:08:18 AM by Romeo_One »
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silentstormpt

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Re: The Code Foundry
« Reply #5 on: January 19, 2013, 05:44:40 AM »

if you want the script on that folder on the package it should be data.scripts.weapons;
« Last Edit: January 19, 2013, 06:37:16 AM by silentstormpt »
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Okim

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Re: The Code Foundry
« Reply #6 on: January 19, 2013, 06:21:44 AM »

You forgot this 'animate on venting' script: http://fractalsoftworks.com/forum/index.php?topic=431.msg83717#msg83717

And the you posted is a bit outdated. New one contains a check if the ship is a husk.

silentstormpt

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Re: The Code Foundry
« Reply #7 on: January 19, 2013, 07:47:45 AM »

Could you release the rotatingdisc with the "aim-that-target" code on it, thanks in advance
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Romeo_One

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Re: The Code Foundry
« Reply #8 on: January 19, 2013, 07:54:07 AM »

@silentstormpt: mind putting LazyWizards library up, since I don't have it in .jar format right now and if I recall correctly your script (spawning explosions) needs to implement it, right?
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silentstormpt

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Re: The Code Foundry
« Reply #9 on: January 19, 2013, 07:59:11 AM »

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CrashToDesktop

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Re: The Code Foundry
« Reply #10 on: January 19, 2013, 08:45:24 AM »

So, how does someone put these in a mod?  I'm still new to java and such. -_-
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Romeo_One

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Re: The Code Foundry
« Reply #11 on: January 19, 2013, 08:47:28 AM »

That depends, some are just plugins, that you put into your plugin folder, I will mark those. Others are effects that are called from the "EveryFrameEffect" part in an animated weapon.
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Nekora

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Re: The Code Foundry
« Reply #12 on: January 19, 2013, 11:52:47 AM »

Do you call the script at: data.scripts.plugins.RotatingDish? Because thats where its package points at.

According to your error log, you call it at data/scripts/weapons/.

damnit, i missed the package data.scripts.weapons; Thanks Romeo_One
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ShadowFox

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Re: The Code Foundry
« Reply #13 on: April 29, 2013, 05:49:32 PM »

Can someone help me? I added this:

Quote
Spawning explosions on a ship : by silenstrompt - Has to go into the "plugin" folder
Spawns explosion on damaged ships.
Link
This library is required: Link

to my mod, and it caused an error. I will add the error info shortly. My coding skills are not up to speed yet.
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Pelly

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Re: The Code Foundry
« Reply #14 on: April 30, 2013, 02:37:20 AM »

Can someone help me? I added this:

Quote
Spawning explosions on a ship : by silenstrompt - Has to go into the "plugin" folder
Spawns explosion on damaged ships.
Link
This library is required: Link

to my mod, and it caused an error. I will add the error info shortly. My coding skills are not up to speed yet.

ditto
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