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Messages - Mularac

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51
Glad to help.
I think your first step should be creating a sort version control for the mod, something from where you can manage your project. I recommend SVN for version control and Assembla for hosting it.

And as I'm always open for question and inquires

52
That is great, no doubt. I've read and it seems pretty good.
My recommendation, though, is that you start out by making each mission in an stand-alone fashion and once you have all missions completed, start with the campaign coding.

53
Scripting / Re: The AI and You
« on: October 19, 2011, 23:30:00 »
Found your error, the 7_music_ai.mach file had an extra "END" at the bottom. Delete that and that problem should be fixed.

54
Scripting / Re: Kamikazes in Nexus?!?!
« on: October 19, 2011, 22:58:25 »
I already tested it and it works ok, if you want to include it in your mod you're welcome to do so.

55
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?

56
Scripting / Re: Kamikazes in Nexus?!?!
« on: October 18, 2011, 23:56:54 »
For example, let's say that the devicetype of the weapon is 120 and we want to add it to nexus' regular fighter:
All you have to do is add "120" to the defDevices line and an other slot for said device, like this:


SHIPCLASS 18
   Name "cls_Fighter"
   Mesh "earth\main\fighter"
   GUIIcon "icons\e_fighter"
   ImpactEfx 1 0.1
   FinalEfx 1 0.3
   ChannelEfx 3 1
   Civilization 0
   Velocity 450
   RotVelFact 10000
   RangeBehav 2 2
   Behaviour 0
   TargetType 2
   SupportOutput 10
   HPmax 12
   Slots 31   39 31 ;
   Slots 51 ;
   Slots 71 ;
   DefDevices 32/1000 120/1000 35 255 322 ;
   Available
SHIPCLASS

Do that with all the other fighters and it should work. Haven't tested it, though.

57
Scripting / Re: The AI and You
« on: October 18, 2011, 23:52:44 »
Well, the first mistake I see is that you never ended the NPC block, it should be:

 NPC
         Name "Austin Cunningham"

         Face 012
         Rank 7
         Medals ;
         CrewLevel 3
         Skill 1 9
         Skill 2 6
         Skill 3 8
         XP 0
END

Also, you never ended the entities block, you should place an END at the bottom of the file.
This is going nowhere, can you put all the files together and upload them somewhere for us to test it?

58
Modding Tools / Re: [Tool] DatXtract
« on: October 16, 2011, 23:13:55 »
No, it certainly doesn't. Think of it as a compressed file, no different than a rar file. What you can do is not use the .dat file at all, decompress it on the nexus main directory and hide the nexus_00.dat. Now you'll have a bunch of folders, like mesh, textures, universe, etc. Changing files from within those textures will affect the game.

59
Scripting / Re: The AI and You
« on: October 16, 2011, 00:01:10 »
I'm not seeing the call to the gorg machine here...

60
Scripting / Re: Kamikazes in Nexus?!?!
« on: October 15, 2011, 23:59:42 »
nope. Just make sure that the index number is unique. Also, you'll have to add that weapon to the fighter's arsenal.

61
Scripting / Re: Kamikazes in Nexus?!?!
« on: October 14, 2011, 22:16:17 »
That goes in the Tacticstype.ini. Are you familiar with that file?

62
Scripting / Re: Jump gates
« on: October 14, 2011, 22:15:37 »
College's been a bitch. Plus, it's been a while since I've worked in anything other than campaign-level environment.

63
Scripting / Re: Kamikazes in Nexus?!?!
« on: October 14, 2011, 05:31:30 »
ok. Be sure to check it first. I didn't :P

64
Scripting / Re: Kamikazes in Nexus?!?!
« on: October 14, 2011, 00:20:04 »
The weapon should look something like this:

Code: [Select]
DEVICETYPE 120
Name "Collision"
Category 1
Civilization 0
Sets 2 30 31 ;
Purpose 2 ;
HitChanceCat 10
AutoDistance 5000
DeviceHitChance 1
MaxCount 1
CountDec 2
Charge 1
EnergyIn 12
PenetrateShield 1
DamageShield 10
DamageHull 750
DamageDevice 60
Detected 95
Scanned 100
HPmax 1000
Start 2 9000 332 0
Travel 5 5500 0 8.5
End 1 0 0 0.65
Available
InstallRP 5
DEVICETYPE

65
Scripting / Re: The AI and You
« on: October 14, 2011, 00:14:55 »
I meant that you should move it from the execlist loop. It doesn't belong there.

The debug line isn't supposed to do anything but show information in the console. Run it again and post what it appears there.

The gorg fleets being invisible is due the fact they are hidden. What you want is to have them disappeared instead. Change the:

Code: [Select]
ExecList(M.GorgFleet,HideShip(S.this));
Dump(M.GorgFleet);

to:

Code: [Select]
ExecList(M.GorgFleet,Disappear(S.this));
Dump(M.GorgFleet);

Also, what does the dump command show in the game console?

66
Help / Technical Support / Re: New to game and forum
« on: October 13, 2011, 05:13:30 »
For the resolution you can use Arparso's launcher: http://arparso.de/nexus/forum/index.php/topic,169.0.html

About the mods, here you can find a list with a large percentage of the nexus mods out there: http://www.moddb.com/groups/nexus-tji-fan-group

Installing a mod is really easy and natively covered by the devs, so that shouldn't be a problem, either.

67
Help / Technical Support / Re: Start location..plis help
« on: October 10, 2011, 21:10:29 »
Could you elaborate? what are you trying to do? create a custom mission? What mod are working on? your own?

68
Scripting / Re: The AI and You
« on: October 09, 2011, 20:35:05 »
put a debug line inside the loop, something like

Code: [Select]
execlist(M.GorgFleet,
debug("---->",s.this,"<----");
//rest of the code
);

and tell us what appears in the console screen

Also, you may want to place the GetMachine:ChangeState piece of coding outside of the execlist loop, that's aweful programming style, the GetMachine:changeState is called at every iteration there, and that can cause trouble further down the road.

69
Scripting / Re: Kamikazes in Nexus?!?!
« on: October 09, 2011, 20:27:22 »
No need to code a machine and state and that, this can be done easily from the tacticstype alone.

70
Scripting / Re: The AI and You
« on: October 08, 2011, 19:45:53 »
Could you just rar your entire mod and upload it somewhere?
At this point I think that the only way we can hunt down that bug is if we know everything about your mod.

EDIT: Nevermind, found the error.

You've ended your Sceneinit rule with two ends, basically ending the RULES block with it.

it should be:
Code: [Select]
RULES
RULE event SceneInit
:action
<... etc ...>
:end
END

MACHINE "Director"
<... etc ...>

71
Scripting / Re: Kamikazes in Nexus?!?!
« on: October 08, 2011, 19:44:56 »
well... in reality I doubt a colliding fighter would do more damage than one hit from the gaitling gun... but gameplay wise, I think that yeah, the equivalent to a plasma gun impact should do it.

72
Scripting / Re: Kamikazes in Nexus?!?!
« on: October 08, 2011, 00:22:22 »
On a fighter it could be done easily. The spinning factor will much less noticed there (and no, you can't reduce it). Just add it as a weapon the fighter (let's say fighters and gunboats, not bombers, they're too big and slow to be kamikases). So, with that weapon added the secondary weapon option for the fighter will be enabled, and when you click that and on a target the kamikase weapon will be activated and the fighter will collide with the target.

73
Scripting / Re: Kamikazes in Nexus?!?!
« on: October 04, 2011, 04:59:18 »
We're implemented it in the stargate mod. But it's not very convincing... the ship moves wildly and withouth control...

74
Scripting / Re: The AI and You
« on: October 04, 2011, 04:58:14 »
this part is wrong:

SetLongRangeDir(S.this, JumpVector, 0, 0);

it should be:

SetLongRangeDir(S.this, JumpVector:x, JumpVector:y, JumpVector:z);

What's the error message anyway? how is it acting up?

75
Scripting / Re: The AI and You
« on: October 03, 2011, 22:56:35 »
your problem there is that the JumpVector variable contains a vector, and the game expects a number. what you should use is this:

SetLongRangeDir(S.this, JumpVector:x, JumpVector:y, JumpVector:z);

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