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Messages - Mularac

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26
General Discussion / Re: New Member- sortof
« on: May 08, 2012, 05:28:36 »
ogg are sound files, like mp3 and the like. All you need is a converter and you're done

27
Scripting / Re: Messing with the devices stock
« on: February 11, 2012, 18:30:37 »
no, the stock persists until you clear it. I need to know, because I'm creating a list of total "devices", both on ships and on stock, as to see if I should add more or not.
Allow me to explain it further:

In the mod I'm making each "device" is in fact, a ship. So in the fleet load out screen what you actually do is trade ships between fleets. At the moment of a battle the "devices" are redeemed in the form of ships, and when you loose a ship you loose the device from where that ship came from.

Now, I want to to occationaly grant the player fresh reinforcements, so I check how many "devices" are currently in each ship-fleet, but I'm not taking into account the ones the player left in the common stock, the one on the fleet loadout screen, so that leaves a very easy way to cheat the game, just leave very few devices-ships in your fleet-ships so that the game sees that you have very little ships and sends reinforcements.

So what I want to do is take into account the ones stored in the common stock, to fully see how many devices-ships the player currently has.

28
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)

29
Modding Tools / Re: curious mission-editor feature
« on: February 09, 2012, 01:30:58 »
No, not starting a campaign from the console. Somehow eneabling the editor's console to work on the campaign environment.
I remember Dreamor posted a few of cmd commands that allowed you to open new forms of the game.

30
Modding Tools / Re: curious mission-editor feature
« on: February 08, 2012, 23:20:29 »
I have a question: Could it be possible to start the regular nexus campaign with the console?
Also, Arparso how did you find those hidden resources? how do you access them?

31
Scripting / Re: Scripting Pt2
« on: February 02, 2012, 02:16:42 »
We've done it on WB, by doing this:
-Go to the folder "textures\icons\commands" (create it if you don't have it)
- Then simply add the textures for on and off with these two names:

- command_<command's name>_on.tex and command_<command's name>_off.tex.

Example: If you have a command named "JumpPointOut" it would be:
- command_JumpPointOut_on.tex
- command_JumpPointOut_off.tex

32
Scripting / Re: Scripting Pt2
« on: January 19, 2012, 02:53:01 »
about that "m" thing... I've got no idea.

Here's what the manaul says about deviceslots:

Quote from: Nexus modding Manual
11.4.3   DeviceSlots
>   slotx..sloty – set1 set2 set3 … ;
Ordering sets to slots that are located on the model.

No M. I'm drawing a blanc here... friggin' nexus...

33
Scripting / Re: Scripting Pt2
« on: January 18, 2012, 21:38:47 »
Quote from: Old Dragon
My main reason I've been rewriting/tinkering with the burstfire code was for the use of certain models. With their weapons being fixed/forward firing, I wanted them to fire similar sized bursts. Looked a bit odd with one weapon firing three shots while it's neighbour fired seven.

I.. don't think I know what you're refering to, there. With the current burst code both weapons should fire similar bursts, identical if you remove the random part.

34
Scripting / Re: Scripting Pt2
« on: January 18, 2012, 18:21:16 »
As for question nº 2:

A did a quick test and found out this: (tested on regular Arparso's Nexus Skirmisher mod)

An escort cruiser (noah) completely vanilla gives returns a value of 25 when reading the :availSuppForDevices attribute. However, if you were to increase the power to support devices to a maximum, the value would be 75 (until you ran out of reserve power, of course). This number is not affected by how many support devices are being used, it's just the net output value.

After a quick search, I changed the "EnergyOutput" value of that ship's generator device, "supp_mSGen", from 50 to 100.

The value of the :availSuppForDevices was now 75 and 175 depending, respectibly. I'm pretty sure that's not the only value that affects that number, but so far is the only one I could found. Hope this helps.


35
Scripting / Re: Scripting Pt2
« on: January 18, 2012, 18:04:05 »
About your first question altoghether, I still don't know why you don't use this burst fire code.
I've tried with multiple devices in one ship and it worked fine...

Code: [Select]
// This machine is meant for handling several weapons' burst fire mode. Original idea and code by Mularac,
// moved into a whole new level by Old Dragon and efficiently re-coded by Arparso.
// Edited to fit the War Begins Mod by Mularac

MACHINE "Burst"

STATE Default
       
// Initialization
  //
// Select all burst fire devices, put them into the BurstWeapons-selection and
  // prepare supporting arrays storing the remaining burst shots and targetted ships
RULE event In
:action
// select all burst fire weapons
BurstWeapons := GetFreeSel();
Select(BurstWeapons, s.device & (s.devType=#burst_pbeam | s.devType=#AFRailgun | s.devType=#AFRailgunL | s.devType=#heavy_railgun)); // expandable with additional burst weapon types
ExecList(BurstWeapons,
Debug("requesting fire event for", s.this, "on", s.this:owner);
RequestFiredEvent(s.this, 1);
);

// prepare array for remaining burst shots
RemainingBurstShots := GetFreeSel();
Dim(RemainingBurstShots, AllNumOf(BurstWeapons));

// prepare array for burst weapon targets
BurstTargets := GetFreeSel();
Dim(BurstTargets, AllNumOf(BurstWeapons));
:end
  END
           
// Fire Event
    //
    // A burst weapon has fired, initialize burst strength and count subsequent shots,
    // disable weapon after burst
RULE event Fired
condition InSelection(BurstWeapons,E.location)
:action
// Debug(e.Location, "on", e.Location:owner, "fired at", e.Location:target);
// get index of fired weapon in selection
E.index := IndexOf(BurstWeapons, e.Location);
// get the remaining burst shots of fired weapon
E.remainingBurstShots := GetN(RemainingBurstShots, E.index);

// if 0 burst shots remain, this marks the start of a new burst
if(E.remainingBurstShots = 0,
// calculate burst length, depending on weapon type
ChooseFirst(
E.Location:devType=#burst_pbeam,
E.remainingBurstShots := 2;
,E.Location:devType=#AFRailgun,
E.remainingBurstShots := Round(Rnd(10,18))
,E.Location:devType=#AFRailgunl,
E.remainingBurstShots := Round(Rnd(18,28))
, E.location:devType=#heavy_railgun,
E.remainingBurstShots := 4
);
// save burst length in array
SetN(RemainingBurstShots, E.index, E.remainingBurstShots);
// Debug("Initialized burst with", E.remainingBurstShots, "shots");
,  //else
// remaining burst shots was greater than 0 - continue burst fire
E.remainingBurstShots := E.remainingBurstShots - 1;
// save remaining burst length in array
SetN(RemainingBurstShots, E.index, E.remainingBurstShots);
// Debug(E.remainingBurstShots, "burst shots remaining");

// this was the last shot?
If(E.remainingBurstShots = 0,
// store current target for later use
SetN(BurstTargets, E.index, E.location:target);
// disable weapon
LocalEvent(DisableBurstWeapon, E.dev := P.Location);
);
);
:end
END
           
// Disable Burst Weapon
//
// a full burst was finished... weapon gets disabled for a certain period of time
RULE event DisableBurstWeapon
condition InSelection(BurstWeapons,E.dev)
:action
EnableDevice(E.dev, 0);
Debug("Burst weapon", e.dev,"getting ready for new burst");
ChooseFirst(
E.dev:devType=#burst_pbeam,
Timer(EnableBurstWeapon, 5, e.dev:=p.dev);
,E.dev:devType=#AFRailgun,
Timer(EnableBurstWeapon, Rnd(0.6,1.2), E.dev:=P.dev);
,E.dev:devType=#AFRailgunl,
Timer(EnableBurstWeapon, Rnd(0.3,0.8), E.dev:=P.dev);
, E.dev:devType=#heavy_railgun,
Timer(EnableBurstWeapon, Rnd(0.8,1.2), E.dev:=P.dev);
);
:end
END

// Enable burst weapon
//
// Weapon has recharged - enable it and continue fire at old target, if possible
RULE event EnableBurstWeapon
condition E.dev:device&IsValid(E.dev)&InSelection(BurstWeapons,E.dev)
:action
EnableDevice(E.dev, 1);
E.index := IndexOf(BurstWeapons, e.dev);
// get old target from array
E.target := GetN(BurstTargets, E.index);
// if target is still valid, continue fire...
If(IsValid(E.target),
TargetWeapon(E.dev, E.target);
,
// else remove old target from array
SetN(BurstTargets, E.index, 0);
);
:end
END
 
  Rule event LongRangeArrived
:action
// New ship has arrived
//
// check, if the new ship carries burst weapons
// ... if it does, add those weapons to the BurstWeapon-selection and expand supporting arrays
// select new burst weapons, if there are any
Debug("...........", e.ship);
E.NewBurstWeapons := GetFreeSel();
SelectDevices(E.NewBurstWeapons, E.ship, s.devType=#heavy_railgun | s.devType=#AFRailgun | s.devType=#AFRailgunL);
E.count := AllNumOf(E.NewBurstWeapons);

// yeah, there is at least one new burst weapon in the scene
If(E.count > 0,
// expand BurstWeapon-selection to make room for the additional weapons
E.oldCount := AllNumOf(BurstWeapons);
Dim(BurstWeapons, E.oldCount + E.count);

// now add each new weapon to the BurstWeapon-selection and request a fire event
E.index := 0;
ExecList(E.NewBurstWeapons,
Debug("requesting fire event for", s.this, "on", s.this:owner);
RequestFiredEvent(s.this, 1);
// add new weapon to selection
SetN(BurstWeapons, E.oldCount + E.index, s.this);
E.index := E.index + 1;
);

// expand arrays for burst weapon targets and remaining burst shots
Dim(BurstTargets, E.oldCount + E.count);
Dim(remainingBurstShots, E.oldCount + E.count);
);

DeleteSelect(E.NewBurstWeapons);
:end
END
END
END

It's been edited to fit the WB mod, but all you need to do is change the according devicetypes to the ones you'll be using.

36
Scripting / Re: Scripting Pt2
« on: January 14, 2012, 05:50:07 »
I don't seem to understand what you're doing here...
You're only looking to have one fire event triggered by one weapon per ship?

And no, not every weapon triggers the fire event. Keep in mind that you're sorting through all the fire events being called to only "answer" the one that meets the condition: InSelection(WeaponGroup,E.location), so only one weapon per ship (the one that was added to the weaponGroup list) would trigger the fire event.

37
Scripting / Re: Scripting Pt2
« on: January 13, 2012, 03:54:10 »
I had a bit of a problem there, too, as devices objects can't seem to implement new instance variables like ships.
Could we see some of the code? What is it done on the fire event?

38
Scripting / Re: Single Player Campaign Scripts
« on: January 04, 2012, 01:42:54 »
As far as I'm concerned, these are the only campaigns out there:

New conflicts mod

Stargate: War Begins, stand-alone campaign

And for the regular campaign there's this patch available:
http://www.moddb.com/groups/the-nexii/downloads/dynamic-lighting-effect-patch-default


39
Scripting / Re: Add Ships to Single Player Camp....
« on: January 04, 2012, 01:39:23 »
well.. It is possible. But it's not easy... You're going to need quite a bit of modding background before you can achive that...

40
Scripting / Re: Add Ships to Single Player Camp....
« on: January 02, 2012, 08:12:16 »
What do you mean, add ships?
More ships for the player to control, more enemy ships, what?

41
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?

42
oh... yeah, he did. I think he only copied my/arparso's shield coding, though.

43
I don't think those are the latest files, are you running the War Begins Beta 11?
If you're not I highly recommend you download it, a lot of new features are present in that beta, like our brand new command panel, new models, the works.

Quote
it works very fine. why do you thought it wouldn't work with other mods?

Well, I did wrote those files...
In the latest version I tidied things up and placed all the "extra" files in a folder called includes and then had the skirmisher access those files instead of writing the code directly there, so if the mod you're running is not war begins, the mission type won't find those included files and it'll give you an error.

44
huhm... weird. Perhaps you're running an older mention, but I was sure it wouldn't work on any other mod... oh well.

45
No, you shouldn't. The warBegins skirmisher only works on the War Begins mod, the Star Trek skirmisher works on the Star Trek mod.

The hyperspace effect on the War Begins mod is when you press F11 if I'm not mistaken and your ship leaves the scene using it's hyperspace drive.
Since it's something custom, it has to be handled privately, that's why I made a new Skirmisher battle type exclusevely for that mod.

46
The star trek mission only raises shield on start up, the war begins one does a couple more things, like handle the hyperspace effect, for example.

47
Help / Technical Support / Re: game freeze
« on: December 01, 2011, 16:23:52 »
It's quite extrange. First time I heard something like it. To make it work before, did you apply the multiplayer fix?

Also, does the single player work at least?

48
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.

49
I wrote a bit of a "tutorial" about how to use SVN here

To create a SVN repository, you can use Assembla.
First, create an account, then click on "Create new workspace" (or something similar, Assembla is in spanish in my computer, and I just made an educated guess about how it would be in english). Then, choose "everything" from the tab on the left and from there choose the first one, the one that says "Free Private Subversion Repository".

Follow all the steps and voilà! you have yourself a new SVN repository. Use the link they give you to make your first SVN checkout and you're good to go!

50
The sooner you start a versioning control, the better. It brings structure and a bit of order to the project.
Trust me, you should do that as soon as possible.

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