April 19, 2024, 01:42:00

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Mularac

Pages: [1] 2
1
Scripting / Speeding up the IP drive
« on: November 21, 2015, 23:48:01 »
Anyone knows of a way to speed up the IP drive charge? I don't want something instantaneous, but a good 5 or 10 seconds less would be very welcome. Specially on the bigger ships.

2
Scripting / IDEs and custom language
« on: November 12, 2015, 20:09:05 »
Hi! What IDEs are you currently using to script Nexus? Have you defined a custom language for those IDEs?



Are you willing to share it?
This post is one part census, one part shamelessly begging for a pretty script that highlights relevants parts in colors and stuff. I'm currently using Notepad++ with 'C' language on, but something with some expanded functionality in our beloved modding language will be welcomed.

3
Scripting / Messing with the devices stock
« on: February 11, 2012, 06:52:58 »
Hi, I got a question for you guys:

does someone know if there's a way to get a list with all the devices currently on "stock" and how many of them are there? (campaign level, I mean all the devices that are available to the player in the fleet loadout screen)

4
Scripting / Stations and modules
« on: December 31, 2011, 03:03:51 »
Simple question:

Anyone knows if it's possible to dynamically add modules to a given station?

Also, can you dynamically add a station to a given location in the system files?

5
Scripting / Renaming ships from a .rules file
« on: October 31, 2011, 05:30:58 »
Does someone know if there's a way to rename a ship (declared in a .sobj file) from within a .rules file? (campaign level scripting)

I couldn't find a command that would accomplish that. I tried using the RenameShip() command there but it crashes the game, however, if used within a mission on that ship but through the GetSceneObj command it will work, changing the name of the ship in the campaign level, too.

6
General Discussion / Wiki victim of a spammer
« on: October 19, 2011, 07:42:21 »
A spammer has changed the home page of the wiki on this site, is there a way to revert it to it's former state?

7
As of today, the Conquest mod is now Open Source. This means that anyone, anywhere can have access to the latest code of my project.
There is, however, a catch. The link I'll be showing only contains the files found on the universe folder. Those files alone are not enough to play the mod.
If you want to play it, you can answer my call for alpha testers, where I will send you the files needed for you to try it.

SVN link of the project: https://subversion.assembla.com/svn/conquest-ntji/
Current revision: 14

For more information about SVN, take a look at this post: SVN explanation
For more information about the mod, go to this page: Conquest mod ModDb page

8
Scripting / Fleets
« on: August 25, 2011, 06:44:58 »
Is there a way to know if a ship belongs to a certain fleet? The players fleet, for instance.

9
General Discussion / Nexus 2
« on: August 17, 2011, 00:07:28 »
It's not a certainty, but it does seem like great news none the less:

http://www.games-plant.com/nexus2/

10
General Discussion / Names suggestion for Gorg ships?
« on: August 04, 2011, 02:49:12 »
I'm currently working on a "Conquest" type of modification, it'll consist on you managing fleets and raging battles to conquer foes. The mod is now focusing on the Noah - Gorg war.
However, I encountered a small problem writing possible names for our enemies ships... lack of imagination.
I already used all the names that appeared in the game and a few more and would appreaciate some suggestions.
Names I've already used:
  • Valiant
  • Warbird
  • Pride
  • Revenge
  • Slash
  • Grinder
  • Raider
  • Mauler
  • Ambush
  • Madness
  • Sabre
  • Maul
  • Doom

11
Scripting / Jump gates
« on: August 02, 2011, 22:05:25 »
Anyone has ever succeded in creating and adding jumpgates to missions?
Or at least have any pointers as to where should I start?

(Modification level, not campaign)

EDIT: My first view in the official campaign files showed that there's a great chance that the only way to use a gate is in a campaign coding, but the manual does contain some information as to how to interact with them, even if it doesn't clearly specify how to add them to your mission... so I'm still hopeful...

12
Scripting / Ships on patrol ignore "tMoveTo" commands
« on: July 13, 2011, 01:54:07 »
I've assigned to a group of AI ships this command:
Code: [Select]
s.this:tSetTerritory(m.Station, m.Station:radius*2, m.Station:radius*3, m.Station:radius*5, floor(rnd(50,150)), 2);
Where m.station is the identifier of a station insystem.
Afterwards, I want to have them break their patrol and engage the player's fleet, and for them to do that I assign them a tMoveTo command, more specifically:
Code: [Select]
e.auxShip:tSetForbid(#FORBID_MOTION_MOTIVATION_AWAY);
e.auxShip:tSetForbid(#FORBID_FIRE_FREE);
e.auxShip:tMoveTo(e.closestShip,2,0);
e.auxShip:tMoveToIntensity:=1000000000000;
Where this code is placed inside an Execlist loop that goes through the ships assigned the previous patrol.
The ships, however, won't be bothered with this new command and will continue their patrol.

I've already tested that if the ships are not given the patrol duty they'll move towards my ships.

Anyone got any ideas?

13
General Discussion / Savegame request
« on: July 12, 2011, 22:13:42 »
Does anyone have a complete copy of all the savegames of the main Nexus campaign (any difficulty, just need to test something related to jump nodes)?
Thanks in advance.

EDIT: Nevermind, located one in the net.

14
Scripting / Changing music during briefings?
« on: June 30, 2011, 22:34:21 »
Anyone know how to change the music track during the briefing and/or fleet loadout part of a mission?

15
Modding Tools / [Tool] Installer
« on: June 03, 2011, 02:34:33 »
Since I got tired of having a pretty large ammount of people in the SG:WB complaining about "errors" that only appeared out of a faulty installation, I set out to create a simple installer tool for the mod. While I was at it I realized how simple it would be to make it also a patching tool and also how simple it would to just make it generic to any installation and patching.

Functionality:
Patch or install any given ammount of files or folders in the Nexus directory (the program will automatically detetect it by looking at your regedit).

Usage:
- Drop the folders or files you want to install or patch inside the Resources folder and edit the file present there called "mover.ini"
- In that file, you'll have to specify which one of those folders or files you'll want to move. You don't have to list every file in every subfolder, just the ones present in the Resources folder, the program will move recursively the content of each folder present, so don't worry.
- Then, point out where you'll be wanting to move each file/folder. The syntax is laid out in more detail in the mover.ini file, but here's an example:

"Stargate: Mod" --> "mods\"
"_templates" --> "mods\NEXUS Skirmisher\"

Remember that the program is case sensitive.

Once all that is done, all there's left to do is run the .jar file. And be scarred for life as how ugly the ui is. I apologize for that... but Swing doesn't leave a lot to work on...

Download the Nexus Installer here

You'll need the latest Java build for this program to work.

EDIT: Updated to revision #11, fixing a good number of bugs.

Since this is an Open Source project, you can access the source files here, via SVN. And as such you're more than welcome to download it and perform any changes you see fit for your mod.

16
Scripting / Hiding solar systems
« on: May 16, 2011, 05:53:50 »
Is there a way to hide an entire Solar system from the campaign's galaxy view? (campaing-level scripting)
All I want is for it not to appear on the star map, that's all.

17
Scripting / e. variables not working
« on: April 26, 2011, 06:07:33 »
Is it just me, or in some rules the "e." variables just don't seem to work?
They always come as "0" even though I just assigned a value to them! it's frustating, really. It forced me to use machine-visuability variables instead for only one rule...
Anyone else had this problem?

18
General Gaming / Looking for an RPG Game recommendation
« on: April 15, 2011, 03:39:39 »
Hey, I wanted to ask you for a recommendation in an RPG title.
It doesn't really matter when the game was made, only that it has a rich storyline and plenty of room for roleplaying, where you'll actually have to make decisions...

so... shoot.

19
Scripting / [Fixed] TargetWeapon command and AI behaviour
« on: March 18, 2011, 22:48:19 »
When issuing a ship's weapons the "targetWeapon" command, the ship will inmediately target those weapons to the given target, but the minute it fires it will find an other target and so on.

For the past weeks I've been working on a very versatile AI of my making, completely mod-free and with plenty of functionality, except for that annoying problem that really messes with the concept of a "smart" ai, where each ship will concentrate their fire and not just firing to the first thing that crosses their crosshairs...

So, anyone knows a why to force a ship to ONLY fire their weapons at an specific target?
Specially using the TargetWeapons command (the tFireTo one doesn't always work)
And if that solution doesn't involve re-aiming the same weapon after it finishes firing it'd be best...

What I tried and didn't work:
-disabling the AI (messes up with movement and default commands)
-Using forbid flags (weapons won't fire or will not use the weapons properly)
-using the tFireTo command (only works at times, and it doesn't let you fire two purposes at the same time (device disabling and hull damaging, in example)
-setting all ships under the ai in focused focused Behaviour (didn't change a thing)

I've included my AI, to use it, all you have to do is include it inside your mission inside a machine, like this:

Code: [Select]
Machine "AI"
#include "defaultAI.mach"
END

The usage is explained inside the file, but it basically has 3 states: Battle, CleanUp and Update.
Battle is the initial state, it should only be called in first instance or after you've called the CleanUp one. Use the Update state if you want to let the AI know new ships have arrived.

20
Scripting / Constant with the parent machine of a rule
« on: March 13, 2011, 05:08:20 »
Does someone know if it's there a way to know the identifier of the machine a certain rule is being executed on?

For example, having this machine:

Code: [Select]
MACHINE "Test"
STATE test
RULE event in
:action
e.var := M:GetMachine("Test");
:end
END
END
END

I'd want to know if it's there a way to adquire the same value that's stored on the "e.var" variable but generic.

21
Scripting / Using a STRIP in an end effect
« on: February 21, 2011, 18:35:46 »
So far, I've been trying to mimic a true "miss" effect for all my weapons, that is when a shot misses it doesn't transform magically into a burning... thingy and then disappears.

I've been having some degree of success in this area, except in the weapons whose effect contains a STRIP.

The STRIP effect is traditionaly used for beams and lasers, however they can be adapted to function as projectiles or Star Wars-type lasers (as opposed to Nexus ones, for example).

But, if we have, let's say, the SG: WB railgun travel effect:

Code: [Select]
EFX 355  // Railgun

NoModColor
STRIP
Texture 11
Length 30
Radius 1.6
Color 1 1 1
ColorB 1 1.1 0
PulseFactor .7
STRIP

SOUND
Index 207 208
Level .5
SOUND
EFX

and if we want to make the "end" effect a similar one, with, let's say, the same piece effect a most bizarre bug will appear.

A laser composed of the same thickness and color than the original strip will appear at the center of coordinates and stay fixed to the object the original weapon fired and missed until the decay value runs off (if it has any, otherwise it'll say forever).

So, my question: Do you guys know a way of making STRIP-based weapons have a similar end effect?

22
General Gaming / Recommended: Blue Planet mod for Freespace 2 SCP
« on: February 13, 2011, 12:18:28 »
If you were really into the Freespace II trama, then you should really pick up this mod.

The story takes place 18 years after the events in Freespace II took place and it dwells in the GTVA making contact with Sol after 50 years of silence by building a knossos-type portal from Delta Serpentis to Sol.

This mod has pretty much everything. New models (the whole Sol fleet and new destroyers, cruisers and corvettes for GTA), voice acting (in the first part only, though), stunning cinematic action and a very rich trama and storyline.

For now, the mod comes in two parts, the 1º called Age of Aquarius and a 2º one War in Heaven whilst being a 3º in production (TBA release, I'm afraid)

A very solid and enjoyable mod that you should really take a look at if you're into Freespace at all.

I actually recommend you stay clear of the videos and media... they actually contain some minor spoilers about the trama in War in Heaven...

Anyway, here's the link to mod's page:
http://www.moddb.com/mods/blue-planet-war-in-heaven

23
Scripting / Damage dealt by an exploding ship
« on: February 03, 2011, 18:11:52 »
I've been looking all over the pertinent files and I couldn't find where to adjust the values of the damage dealt by an exploding ship. Anyone could point me in the right direction?

24
Scripting / [Fixed] Selecting Navpoints
« on: January 31, 2011, 00:42:50 »
Hey, how do you select all the navpoints on an scene?

(and no, using "s.this:class=#Navigation_Point" only sorts out ships, not the rest of the game objects (effects, npcs, devices, etc)).

For example, using something like this:

Select(e.list, s.this:class=#Navigation_Point);

will return npcs, devices, navpoints, and all the sort of things that doesn't fall under the category of ships.

However, if you use this:

Select(e.list, s.ship&s.this:class=#Navigation_Point);

It'll return 0, as navpoints aren't covered in "ships", even though if you debug a variable holding a navpoint it'll appear as "ship/<Name of the navpoint>"

On a related topic, does anyone have a list with all the "s.<something>" "checkers"? Like s.ship, s.device, s.owner, s.devicetype, etc?

25
Mod Development / Released Mods / CEP mod for Nexus
« on: November 24, 2010, 21:35:29 »
Ok guys, for a while now Dreamor and I (well... mostly Dreamor) have been discussing a way to "unite" the Nexus modding community in one project.
Our primary objective is to further promote our beloved game and make it so that it reaches it full potential.

Our latest and more exciting idea so far has been to start an Open Source project, under the GPL license and all that where we'll work in further improving the game.
For example, we could add:

    [/li]
  • The lightining patch
  • New weapons that don't behave in the cannon way (burst fire, charging laser)
  • A game menu to be accesed at all time with more commands (self-destruct, jukebox, etc)

And also:

    [/li]
  • Rework the models and/or textures
  • include geomodder's planet qualification
  • Jstubbles improved planet textures

In a way, something most games have but not this one, a Community Expansion Pack.

So, who's in?

(thread mirrored in the keyswow forum: http://forum.keyswow.com/viewtopic.php?f=4&t=140 )

Pages: [1] 2