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Author Topic: More things you should know about modding  (Read 3150 times)
Sandtrooper
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« Reply #15 on: October 18, 2009, 01:31:20 PM »

That's controlled by its "fuel module" but it disappears rather than exploding, so you really can't have timed mines because they won't explode when their fuel expires.

 In short: Not really possible unless you like pressing Delete to simulate the effect.
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« Reply #16 on: October 18, 2009, 03:29:11 PM »

i just set them not to move, and impact on a planet, only thing is that if the mine [with quite a big AoD] catches a planet's gravity, and youre within "seeing the planet on your map"... have a nice day..
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« Reply #17 on: October 18, 2009, 06:39:44 PM »

Huh? What about the "big ones" that used a "time" trigger

Was that removed in the new release?

I used to have a weapon that worked like a real flamethrower, it would spit out these tiny projectiles, then explode a moment later.
They had strong shields and no push strength so they didn't blow each other up.
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« Reply #18 on: October 18, 2009, 08:16:02 PM »

Shit, forgot about the Bigone, but its fuse is 4 seconds, not sure if that was customizable or not.
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« Reply #19 on: October 19, 2009, 12:41:57 AM »

The time was based on the fuel... when it ran out, it detonated

err... or maybe it was seek value?
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« Reply #20 on: October 20, 2009, 11:06:02 AM »

When fuel runs out, it does not explode, it vanishes. This is pretty right overall. Could have a different type that explodes too.

Else you would have missiles and guns exploding rather then vanishing which would look silly/annoying is what my guess the reason why it was not added.

There actually is battery that no one knows about but it does exactly the same, perhaps I will adjust this one if it is easy enough.

I honestly eventually was going to use battery as extra power in the future, long with other extra capacity things Tongue But if its easy enough I will adjust it again just for temp reasons so I dont need to add a new module because adding a new module is hellish at this time.
« Last Edit: October 20, 2009, 11:08:25 AM by NiteHawk » Report to moderator   Logged

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« Reply #21 on: October 20, 2009, 11:49:22 AM »

you mean kinda like how armor is extra shielding in a sense?
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« Reply #22 on: October 20, 2009, 02:08:19 PM »

you mean kinda like how armor is extra shielding in a sense?

Kinda but shields are armor are completely different entities Tongue
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« Reply #23 on: October 20, 2009, 04:21:27 PM »

maybe batteries could be more geared towards regen while the 'power' itself is the storage componet, power have the bank, but some with some regen, but you need to buy the batteries for an effective power, this could make more creative setups, like a low bank high regen power setup for lighter ships and such
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« Reply #24 on: October 21, 2009, 01:25:51 AM »

maybe batteries could be more geared towards regen while the 'power' itself is the storage componet, power have the bank, but some with some regen, but you need to buy the batteries for an effective power, this could make more creative setups, like a low bank high regen power setup for lighter ships and such

I am not sure, we will see. Would not be called a battery then, sounds silly for a battery powered ship. "I just plug in my triple A's and go."

I dont want to make SF overly complicated, but I wanted the modules to have a couple submodule slots, where for example

MainModule: POWER
SubModule: FASTER REGENERATION
SubModule: MORE CAPACITY

MainModule: ENGINE
SubModule: FASTER TURNING RATE
SubModule: HIGHER TOP SPEED
SubModule: HIGHER ACCELERATION

MainModule: WEAPONS
SubModule: FASTER FIRE RATE
SubModule: MORE CAPACITY
SubModule: MORE AMMO
SubModule: LESS ENERGY PER SHOT
SubModule: LONGER RANGE
SubModule: FASTER DISTANCE

Junk like that. So if you would click the module engine, you would have two extra submodule slots to pick from. (2 as in a default number). Just to state, the whole equip modules will be alot easier then it is now (Allowing moue clicking/drag dropping) and you will be able to save ship setups, too Wink

For now I was going to just use Battery however as a explode type in the end of there life, just so you guys have this option for now. Granted I would not use the name Battery but it is already in game and its a hassle to add a new module.  Embarrassed I might have another way to add it though and I will see (Bitfields)
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« Reply #25 on: October 21, 2009, 07:59:51 AM »

use the name "Fuse"? aaahaha im full of 'creative' ideas Cheesy
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« Reply #26 on: October 21, 2009, 08:23:08 AM »

Fuse >.<

What about "Hamster powered wheel". *pat* Tongue
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« Reply #27 on: October 21, 2009, 10:04:34 AM »

spark works too Tongue
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« Reply #28 on: October 21, 2009, 03:46:24 PM »

Been working on SF all day, did a bunch of stuff, this included. I will give info for this when 1.3.7 is released, it is much simpler then adding/using a different type of power source though.

TIME does work however, and fuse limit (4 seconds) Is because when fuel runs out, it explodes. This however does not IMPACT anything so it can shoot through things and then explode.

For ship/impact/planet, for example, grenades, will explode if they hit something, but they should overall explode when they also run out, not vanish, its a grenade type! So adding a PLUS now to the beginning so +ship instead of ship will make it blow up when the time runs out. Or +impact rather then impact.. etc.. well you get the drift.

There will also be using a percentage, because I see things like PLANET aka bombs, like you guys pointed out, being used to blow up Starbases. Originally I just hardcoded that if a bomb (planet trigger) hits a ship, it deals only 10% damage. This however is still plenty.. Is also prevents you from being laser owned too by ONE bomb, so it has some benefits. 10% of a bomb still hurts like hell.

However, I am going to not hard code it and make it a percentage that you can edit. For example for trigger you use planet%20 , which would mean Hit a planet only and deal 20% damage to any other trigger type that is hit. So I could hit a planet with a bomb for the full 100%, or hit a starbase for 20% damage only, since the trigger was made for planet only.

I know its not the easiest thing to understand but I will solve this in the 2.0 version. I will explain this fully later for the current 1.3.7 setup. I have also added a few triggers but again, explaining in 1.3.7 release.
« Last Edit: October 21, 2009, 03:48:43 PM by NiteHawk » Report to moderator   Logged

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« Reply #29 on: October 22, 2009, 12:24:38 AM »

batterys? what's the syntax? battery*capacity
?
Never heard of those
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