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Messages - Mularac

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476
Scripting /
« on: December 04, 2009, 23:52:55 »
the initial value?
there's such thing???

On another topic, how do you change the name of a ship when you insert it on a mission? I only get the name that appears on the .sobj file...

477
Scripting /
« on: December 04, 2009, 21:59:14 »
there's a bit of a problem there with your code, when I send the "EnableActivateEvents" command and the shields of a ship havent been rised, then the previous shieldintegrity value are overwritten when I actually rise them, as the game detects that since the shields haven't been rised the shield integrity is "0".

So far my only solution has been to had the game inmediately rise the shields, even though there is no ship in sight, but that's only temporary.

478
Mod Development / Released Mods /
« on: December 02, 2009, 09:36:32 »
Couldn't agree more. The story was too linear for me, and it was not because the engine limitations, the game could just as well be an open-ended rpg.

479
Scripting /
« on: November 25, 2009, 01:23:46 »
you're studying computer science... what are the odds... me too :P

480
Scripting /
« on: November 25, 2009, 00:18:18 »
you sonova... it actually worked! from where the hell did you get that knowledge of nexus scripting system?!

481
Scripting /
« on: November 24, 2009, 01:08:08 »
it's real simple, here's the code (well... a part of it):

Code: [Select]
State chargeshields

Rule event in
name "shield up"
:action
Debug("shieldup");
SelectShips(shieldup, 1);
ExecList(shieldup, S.this:shieldIntegrity:=4500000;);
Delay(0,1,Disable("shield up"),0);
:end
END

Rule event Longrangearrived
:action
E.ship:shieldIntegrity:=4500000;
makefullyknown(e.ship);
:end
END

It basically charges the shields of a ship at the start of a fight or when the ship jumps in.

482
General Discussion /
« on: November 23, 2009, 23:49:11 »
yep. We should start using this site as a general nexus fan site... I love the format of it, and so it'll be better than having two separate forums that are both extrictly related to nexus.
With your permission first, of course.

483
Scripting /
« on: November 23, 2009, 23:44:28 »
Probably not, unless you assign a GetSceneObj to those ship.
and a question, wouldn't that overide a previous and general ShieldIntegrity command issued to the ships with a given value? (like the one on SG:WB)

484
Scripting /
« on: November 23, 2009, 11:47:45 »
thanks guys, tomorrow afternoon I'm gonna get right into it :P
not today, though... got to prepare for a big exam tomorrow.

485
Scripting /
« on: November 23, 2009, 02:07:49 »
so... what was the solution?
anyway, I have an other problem, a lot simpler but it still bugs me like hell:

here's the deal. I've been working on a machine that will search for brusque changes in the shield integrity values of a ship, or otherwise, it'll keep a close watch if you manually disengage shields for some reason, it'll then store the previous value of the shield integrity (so far so good) and it will, supposedly, add it back to the shield via the M.Ship:=ShieldIntegrity:=*value*; command.
But there comes my problem, if i place the variable name in the *value* slot, the game will crash with a cExpression.cpp Line:521.
so... perhaps I'm doing somithing wrong there, I'm not too fluent with nexus variables...
anyway, here's the code:

Code: [Select]
RULE event Tick  //I start the tick line
:action
debug("tick1");
if(flag=1,  //this is a check so that the variable is not overwritten after the shield drain
set(shield,m.pship.5:ShieldIntegrity);
debug(shield);  //I declare and show the "shield" variable on the console
);
Delay(0,2.9,  //I set a 2.9 delay because the tick refreshes every 3 sec, and I want the less dead time possible.
set(shield2,m.pship.5:ShieldIntegrity);   //I declare the variable "shield2" as the value of the shield integrity 2.9 seconds after the first check
debug("tick2");
debug(shield2);
if(shield2=0,   //and here comes the magic: if the shield has been drained I perform this check
flag:=0;    //I disable the check
debug("drained and the shield value is:");
debug(shield);   //debuggind purposes
if(shield>1000,  //and here I compare the two values. if the previous value was higher than 1000, the if will take over. This is meant to avoid       triggers caused by "regular" shield draining.
debug("charged");
debug(shield);
m.pship.5:=shieldintegrity:=shield;  //}And in here I refil the ships' shield tank with the previous charge.
);
);
 ,0);

:end
END
tick 3



Damn.... there's got to be something magical about this site.... Old Dragon, same thing happened to me. The solution came no more than 10' after I finished typing this... the error was this:
m.pship.5:=shieldintegrity:=shield;  

it should have been:

m.pship.5:shieldintegrity:=shield;

now I have to figure out how to make this thing generic....

486
Mod Development / Released Mods /
« on: November 17, 2009, 16:34:14 »
Did you try unpacking and then re-packing nexus original campaign files? Perhaps there's a bug on the packing algorithm.

487
Mod Development / Released Mods /
« on: November 14, 2009, 14:19:21 »
well, you can count on me on the voice acting, that's for sure.

And about the project thing, I'm currently working on making a demo Stargate: War Begins Campaign, using the already done missions but with Nexus' campaign (it'll be linear and a bit short, but from there on we will start formally the development of the main campaign.

488
General Discussion /
« on: November 03, 2009, 00:44:44 »
so...... nothing yet?

489
Mod Development / Released Mods /
« on: October 28, 2009, 01:09:35 »
you know, that's actually a good question... didn't really asked it to myself before....

490
General Discussion /
« on: October 23, 2009, 10:40:17 »
so.... forum's down again?
I get this message everytime I load the page: "Disabled. Waiting to move some more files over. Attachment will not work until I move them over."

491
Game Assets /
« on: October 21, 2009, 10:54:09 »
'bout the first one: we've been working on something  similar, but I think that either never worked out or we just dropped it :P no idea, but I guess it could be done...
the second one: yes, it can be done.
first of all, you have to select the command:

Code: [Select]
Commando:=GetFreeSel();
SelectDevice(Commando, m.OwnerShip, InSet(the set of the command));
Com1:=Pick(Commando);
well... I don't know, but it's either that or this (more probably this):
Code: [Select]
Commando:=GetFreeSel();
SelectBoats(Commando,S.class=#the shipclass of the commnado ferry);
Com1:=Pick(Commando);

 
then, set a "Breached" rule:

Quote
>   Breached
An enemy boat has breached into the ship (commando). E.location: the ship, E.ship: the boat
Like this:
Code: [Select]
Rule event Breached
E.location=M.BreachedShip&E.ship=Com1 //the one we have given earlier
:action
//and here we add the line in question
M.BreachedShip:Race:=#race_player;
(...)
:end
END
of course, this will only worked for an scripted event in particular (in theory, I would have to test this...), not as part of an ai machine, in order to do that you'll have to write a few more lines of coding, and start a whole process of debugging and all that I frankly don't feel like doing at 5:54 in the morning :P

492
Game Assets /
« on: October 12, 2009, 07:23:28 »
sadly no, it can't be done. But I can offer you a good number of alternative solutions for the problem:
1- Make a brand new weapon with the same effects (start, travel, end lines) than the flak but anti-ship wise and place it on the ship
2- Same as a above but you can also make it automatic, to fire on ships as if they were fighters, just add the line "automatic" to the weapon's description on the tactics (not very advisable, though, it can malfunction...)

493
Game Assets /
« on: October 06, 2009, 10:35:48 »
no, you can't do that, but you can set it to have different accuracy at different ranges.

494
General Discussion /
« on: October 06, 2009, 02:09:36 »
yep it works. No conflict at all, as long as you don't include spaces in between....

495
Game Assets /
« on: October 06, 2009, 02:06:11 »
you can get the ship files opening the nexus_00.dat using the DaTool. http://www.moddb.com/groups/the-nexii/downloads there you can find it, along with some other cool downloads for nexus.

496
General Discussion /
« on: October 03, 2009, 18:20:33 »
oh... yeah, I know I've played it :P didn't really remember the name though :P

497
General Discussion /
« on: October 03, 2009, 00:37:36 »
uhm... I thought's just crossed my mind about solving skirmisher's main issue, mission's numbering, and I've just tested it: missions may not have a number at all and still work, all you have to do is place something else, like a mere letter (and it gets better, two missions labeled as, for example, "MISSION A" will not produce any type of conflict) So, that's an idea.

498
General Discussion /
« on: October 02, 2009, 21:57:14 »
warfare mod? I'm not too familiar with it... who's developing it?

499
Mod Development / Released Mods /
« on: August 24, 2009, 05:05:06 »
simple. there's a line in the missile's shipclass that reads: "DefDevices # ;", where # is the number of the device assigned to the missile, in this case the engine. Same goes for fighters and commandos.

500
Mod Development / Released Mods /
« on: August 23, 2009, 20:09:02 »
well, yeah, but you can build a new engine for the missiles.

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