Thanks, I'll look into it.
It's strange how trigger 1 and 2 are both set to the same thing.
Search found 116 matches
- Sun Feb 01, 2009 9:41 pm
- Forum: General Discussion
- Topic: Triggering and complex firing sequence, Got it working thx!
- Replies: 3
- Views: 1889
- Sun Feb 01, 2009 9:41 pm
- Forum: . _ _._. (Etcetera)
- Topic: You sunk my...
- Replies: 87
- Views: 23717
I agree light based weaponry is the way to go because of higher flexibility in ranges. It all comes down to whoever fire the trigger first. There are limitation for light-minutes and up engagements. The radar is also light based so you probably have old information on position of the enemy, plus the...
- Sun Feb 01, 2009 8:51 pm
- Forum: General Discussion
- Topic: v0.90a Bug Report Thread
- Replies: 133
- Views: 18136
- Sun Feb 01, 2009 7:46 pm
- Forum: General Discussion
- Topic: Battleships Forever FAQ
- Replies: 100
- Views: 105474
But its not that simple. Sections are not just a collection of parameters - there are pointers, data structures, references... And then you have to handle object deletion and insertion (parameters of some objects depend on other objects, for example), parents, links, drivers, etc. Its not just a ma...
- Sun Feb 01, 2009 7:30 pm
- Forum: General Discussion
- Topic: The Troubleshooting Thread
- Replies: 112
- Views: 108181
Re: Question
I don't know if anyone else reported this problem before, but immediately after I installed BF 0.9 on my computer, the FPS dropped abruptly from a 25-30 to a 3-7. I know it has to do something with the surfaces, but I had no problem with this beforehand, and the menu "combat" works perfec...
- Sun Feb 01, 2009 7:17 am
- Forum: Shipmaker Info and Help II
- Topic: Shipmaking Q&A
- Replies: 541
- Views: 807373
I tried some sandboxing and I cannot find a way to disable rotation after it was started by either enabled it in the first place in SM, or triggered on by another entity. Say a section is set to rotate after weapon A has acquired target. I want it so that if weapon A lost the target it would stop th...
- Sun Feb 01, 2009 7:03 am
- Forum: . _ _._. (Etcetera)
- Topic: You sunk my...
- Replies: 87
- Views: 23717
- Sun Feb 01, 2009 6:49 am
- Forum: General Discussion
- Topic: Triggering and complex firing sequence, Got it working thx!
- Replies: 3
- Views: 1889
Triggering and complex firing sequence, Got it working thx!
http://i233.photobucket.com/albums/ee209/AnnihilatorX/SMscreen01.png I am working on a ship design and had done animation of a core shield as below: (Probably need firefox 3 to view animated PNG) http://hiyukihome.110mb.com/roland/ani/ I would like to make the following but am stuck on how to: Refe...
- Sat Jan 31, 2009 10:43 pm
- Forum: General Discussion
- Topic: v0.90a Bug Report Thread
- Replies: 133
- Views: 18136
For section with animation that moves after a rotation with respect to a parent origin, the absolute target position and angle settings are no longer accurate. e.g. section at (30,0) rotate 90 degrees CW about (0,0) becomes (0,-30). If you want it then to move to -30,-30, you can't specify in ED2 fo...
- Sat Jan 31, 2009 9:22 pm
- Forum: General Discussion
- Topic: v0.90a Bug Report Thread
- Replies: 133
- Views: 18136
Windows ctrl key is held still when ship maker launches BS. Aegis shield with depthing is still very buggy. Produces errors in form of either misplaced or missing shield; or error dialogue in BF or missing parenting line in ship maker. Changing orientation of a booster module in ship maker has no ef...
- Sat Jan 31, 2009 2:30 am
- Forum: General Discussion
- Topic: Battleships Forever FAQ
- Replies: 100
- Views: 105474
I am sure saving process can be performed in background at a low priority. How much CPU power does it take to output text files without encryption? I wouldn't think it's going to be a lot. Coming from another angle, now I don't know the capability of the GM engine. But the following should be doable...
- Fri Jan 30, 2009 11:33 pm
- Forum: Shipmaker Info and Help II
- Topic: Shipmaking Q&A
- Replies: 541
- Views: 807373
And I suppose I should explain something, just 'cause so many of you are newbies and thus don't understand: When I call you names, or swear, it doesn't necessarily mean I hate you, or that I'm trying to insult you (although sometimes I am trying to insult you). It is just me expressing my frustrati...
- Fri Jan 30, 2009 11:29 pm
- Forum: Shipmaker Info and Help II
- Topic: Shipmaking Q&A
- Replies: 541
- Views: 807373
The fact is you could interpret the use of 2 fields differently and because of this it's not self-explanatory. I personally understand this but I was speaking up for Kruxynus. You could have 2 rates because: 1) the rotosection can be set to undo the action at different rates (this fact is not mentio...
- Fri Jan 30, 2009 11:22 pm
- Forum: Shipmaker Info and Help II
- Topic: Shipmaking Q&A
- Replies: 541
- Views: 807373
If so you don't need to fields. Having 2 rotation speed fields is confusing if what you said is what the 2 fields are intended for. You could well use a single field and use a negative speed for CCW rotations. I am only saying it's confusing and not self explanatory because the implementation of 2 f...
- Fri Jan 30, 2009 11:11 pm
- Forum: Shipmaker Info and Help II
- Topic: Shipmaking Q&A
- Replies: 541
- Views: 807373
I think what he meant was that if a rotational section is to rotate clockwise why is there a need to have a CCW Rot Speed, and that's not self explanatory. Because sections can be intentionally made to rotate counter-clockwise? Hurr self explanatory hurr. :| No. Please read what I wrote carefully. ...