Old Official Ship Ideas Topic
Moderators: th15, Moderators
cool.
EDIT:
Here's another little something I thought up
Spook Class patrol ship. Fast, decent turning speed, but very limited weapons. a beamer and nothing else. However, she shines because of her shield projector. I'm debating switching the beamer for an electron turret or two.
EDIT:
Here's another little something I thought up
Spook Class patrol ship. Fast, decent turning speed, but very limited weapons. a beamer and nothing else. However, she shines because of her shield projector. I'm debating switching the beamer for an electron turret or two.
Code: Select all
sprite_index=spr_Coresml
event_inherited();
//PROPERTIES
//Movement Properties
l_thrust=0.05
l_minthrust=0.01
l_turning=0.75
l_maxspeed=5.50
//Combat Properties
l_maxhp=300
l_hp=l_maxhp
l_rephp=l_hp
ai_range=350
//Misc
l_name="Spook"
l_size=198.94
l_iconsprite=spr_IcoHestia
//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\
//SECTIONS
var j;
j=0
l_section[j]=instance_create(-31,-21,ShipSection);
l_section[j].sprite_index=spr_Section01;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-32,-54,ShipSection);
l_section[j].sprite_index=spr_Section02;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-81,-56,ShipSection);
l_section[j].sprite_index=spr_Section02;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-52,-11,ShipSection);
l_section[j].sprite_index=spr_Section01;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-70,-45,ShipSection);
l_section[j].sprite_index=spr_Section01;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-155,-62,ShipSection);
l_section[j].sprite_index=spr_Section02;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(3,-12,ShipSection);
l_section[j].sprite_index=spr_Section04;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(27,-6,ShipSection);
l_section[j].sprite_index=spr_Section04;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-31,21,ShipSection);
l_section[j].sprite_index=spr_Section01;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-32,54,ShipSection);
l_section[j].sprite_index=spr_Section02;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-81,56,ShipSection);
l_section[j].sprite_index=spr_Section02;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-52,11,ShipSection);
l_section[j].sprite_index=spr_Section01;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-70,45,ShipSection);
l_section[j].sprite_index=spr_Section01;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-107,64,ShipSection);
l_section[j].sprite_index=spr_Section02;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-155,62,ShipSection);
l_section[j].sprite_index=spr_Section02;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(3,12,ShipSection);
l_section[j].sprite_index=spr_Section04;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(27,6,ShipSection);
l_section[j].sprite_index=spr_Section04;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-107,-64,ShipSection);
l_section[j].sprite_index=spr_Section02;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_sectionnum=j-1
l_maxsyshp=0
initSections();
//WEAPONS/MODULES
j=0
l_weapon[j]=instance_create(16,-1,Laser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-11,-1,Projector);
l_weapon[j].l_arcoffset=0;
j+=1
//Parents
l_section[0].l_child[0]=l_section[1]
l_section[0].l_childnum+=1
l_section[1].l_child[0]=l_section[2]
l_section[1].l_childnum+=1
l_section[3].l_child[0]=l_section[4]
l_section[3].l_childnum+=1
l_section[17].l_child[0]=l_section[5]
l_section[17].l_childnum+=1
l_section[8].l_child[0]=l_section[9]
l_section[8].l_childnum+=1
l_section[9].l_child[0]=l_section[10]
l_section[9].l_childnum+=1
l_section[11].l_child[0]=l_section[12]
l_section[11].l_childnum+=1
l_section[12].l_child[0]=l_section[13]
l_section[12].l_childnum+=1
l_section[13].l_child[0]=l_section[14]
l_section[13].l_childnum+=1
l_section[4].l_child[0]=l_section[17]
l_section[4].l_childnum+=1
//Weapon init
l_weaponnum=j-1
for (i=0;i<=l_weaponnum;i+=1)
{
l_weapon[i].l_offsetlen = point_distance(0,0,l_weapon[i].x,l_weapon[i].y)
l_weapon[i].l_offsetdir = point_direction(0,0,l_weapon[i].x,l_weapon[i].y)
l_weapon[i].l_player = l_player
l_weapon[i].l_owner = self.id
l_weapon[i].image_angle = l_weapon[i].l_arcoffset
l_maxsyshp += l_weapon[i].l_hp
l_syshp = l_maxsyshp
}
//+++++++++++++++++\\
//CHOOSESHIPS INITS\\
//+++++++++++++++++\\
if room != rm_ChooseShips then exit;
//CAREER AVAILABILITY
var i;
i=0
repeat(10)
{
l_alevel[i]=1
i+=1
}
l_reqlevel=-1
l_class=0
if global.gamemode = 0 then
{
if !l_alevel[global.mission] then
{
l_colour = c_gray
for (i=0;i<=l_sectionnum;i+=1)
{
l_section[i].l_colour = c_gray
}
}
}
else
{
if global.level<l_reqlevel then
{
l_colour = c_gray
for (i=0;i<=l_sectionnum;i+=1)
{
l_section[i].l_colour = c_gray
}
}
}
An Alien ship like that exists, it's one of the Alien Siege Ships displayed when the15 showed off the "room full of enemies" screenshot. Its platforms moved in an arc around it (Getting a little mad when it started to move, though) and each platform has no weapons, just being 'blockades'. I'm not sure about yours having eight blasters in what's basically a 360 degree arc, although the Siege Ship does have a Tachyon Repeater gun...
Also, here's the Arclight's images.It might be in the game already, I haven't checked...
Also, here's the Arclight's images.It might be in the game already, I haven't checked...
[b]Ubuntu. Linux for human beings.[/b]
Well, I screwed up my Archer. So here's the second prototype, the Archer II.
Incorporated new thinking on it as well as correcting weapon loadout.
The Archer II Support Frigate is a pure support ship with zero conventional offensive weapons. Her entire conventional weapon loadout is 3 Point Beams (I think that's the right name) for defense.
Though technicaly classified as a destroyer, the Archer II is built very light and shares much with the smaller patrol craft. Astute observers will notice that aside from the point defense, the ship is highly vunrible from both the front and rear aspects.
As a dedicated support vessel, the Archer II truely shines. With a pair of Lancet Beams and a tripplet of Gluon Bolters, the Archer II's ability to provide short term fire support and precision strikes is unmatched even among capital ships. However, take note of the phrase "short term". Anything that survives the initial volley doesn't take out, the other vessels in the II's squadron will have to deal with alone, as this ship stands little, if any, chance in a conventional firefight, even against opossition such as patrol craft.
And yes, I actualy think this ship is balanced for fleet action... as long as the player doesn't take more then 1.
Incorporated new thinking on it as well as correcting weapon loadout.
The Archer II Support Frigate is a pure support ship with zero conventional offensive weapons. Her entire conventional weapon loadout is 3 Point Beams (I think that's the right name) for defense.
Though technicaly classified as a destroyer, the Archer II is built very light and shares much with the smaller patrol craft. Astute observers will notice that aside from the point defense, the ship is highly vunrible from both the front and rear aspects.
As a dedicated support vessel, the Archer II truely shines. With a pair of Lancet Beams and a tripplet of Gluon Bolters, the Archer II's ability to provide short term fire support and precision strikes is unmatched even among capital ships. However, take note of the phrase "short term". Anything that survives the initial volley doesn't take out, the other vessels in the II's squadron will have to deal with alone, as this ship stands little, if any, chance in a conventional firefight, even against opossition such as patrol craft.
Code: Select all
sprite_index=spr_Core
event_inherited();
//PROPERTIES
//Movement Properties
l_thrust=0.05
l_minthrust=0.01
l_turning=1.50
l_maxspeed=2.50
//Combat Properties
l_maxhp=200
l_hp=l_maxhp
l_rephp=l_hp
ai_range=350
//Misc
l_name="Archer II"
l_size=117.04
l_iconsprite=spr_IcoHestia
//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\
//SECTIONS
var j;
j=0
l_section[j]=instance_create(24,-15,ShipSection);
l_section[j].sprite_index=spr_Section04;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-14,-24,ShipSection);
l_section[j].sprite_index=spr_Section04;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-19,-44,ShipSection);
l_section[j].sprite_index=spr_Section04;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-41,-45,ShipSection);
l_section[j].sprite_index=spr_Section01;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-14,24,ShipSection);
l_section[j].sprite_index=spr_Section04;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-19,44,ShipSection);
l_section[j].sprite_index=spr_Section04;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-41,45,ShipSection);
l_section[j].sprite_index=spr_Section01;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(24,15,ShipSection);
l_section[j].sprite_index=spr_Section04;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_sectionnum=j-1
l_maxsyshp=0
initSections();
//WEAPONS/MODULES
j=0
l_weapon[j]=instance_create(-23,0,GluonBolter);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(23,0,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-56,-64,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-15,-25,GluonBolter);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(24,-17,Lancet);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-56,64,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-15,25,GluonBolter);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(24,17,Lancet);
l_weapon[j].l_arcoffset=0;
j+=1
//Parents
l_section[1].l_child[0]=l_section[2]
l_section[1].l_childnum+=1
l_section[1].l_child[1]=l_section[3]
l_section[1].l_childnum+=1
l_section[3].l_child[0]=l_weapon[2]
l_section[3].l_childnum+=1
l_section[1].l_child[2]=l_weapon[3]
l_section[1].l_childnum+=1
l_section[0].l_child[0]=l_weapon[4]
l_section[0].l_childnum+=1
l_section[4].l_child[0]=l_section[5]
l_section[4].l_childnum+=1
l_section[4].l_child[1]=l_section[6]
l_section[4].l_childnum+=1
l_section[6].l_child[0]=l_weapon[5]
l_section[6].l_childnum+=1
l_section[4].l_child[2]=l_weapon[6]
l_section[4].l_childnum+=1
l_section[7].l_child[0]=l_weapon[7]
l_section[7].l_childnum+=1
//Weapon init
l_weaponnum=j-1
for (i=0;i<=l_weaponnum;i+=1)
{
l_weapon[i].l_offsetlen = point_distance(0,0,l_weapon[i].x,l_weapon[i].y)
l_weapon[i].l_offsetdir = point_direction(0,0,l_weapon[i].x,l_weapon[i].y)
l_weapon[i].l_player = l_player
l_weapon[i].l_owner = self.id
l_weapon[i].image_angle = l_weapon[i].l_arcoffset
l_maxsyshp += l_weapon[i].l_hp
l_syshp = l_maxsyshp
}
//+++++++++++++++++\\
//CHOOSESHIPS INITS\\
//+++++++++++++++++\\
if room != rm_ChooseShips then exit;
//CAREER AVAILABILITY
var i;
i=0
repeat(10)
{
l_alevel[i]=1
i+=1
}
l_reqlevel=-1
l_class=1
if global.gamemode = 0 then
{
if !l_alevel[global.mission] then
{
l_colour = c_gray
for (i=0;i<=l_sectionnum;i+=1)
{
l_section[i].l_colour = c_gray
}
}
}
else
{
if global.level<l_reqlevel then
{
l_colour = c_gray
for (i=0;i<=l_sectionnum;i+=1)
{
l_section[i].l_colour = c_gray
}
}
}
No DeathStar yet?
Lol, I was surprised not to see any DeathStar design yet. I'm gonna have to try to make one of theses huge, undestroyable thing (with only one weak,very hard to hit spot of course).
Edit : Here's my big ball of steel.
Stats : max HP, min speed and turning.
I don't know what the guns are, so I put them all (mirrored)
Edit : while creating it, I had like 3 or 4 collision errors, often happening when small parts were overlapping each other. Anyways, I Ignored them, and the program did not crash.
Edit : Here's my big ball of steel.
Stats : max HP, min speed and turning.
I don't know what the guns are, so I put them all (mirrored)
Edit : while creating it, I had like 3 or 4 collision errors, often happening when small parts were overlapping each other. Anyways, I Ignored them, and the program did not crash.
JFarceur
I am getting screwed up by the maker (It would keep creating the old objects when I add new objects - weird)
Anyway, my first design (Not knowing what they do, just randomly put something on the ship)
Anyway, my first design (Not knowing what they do, just randomly put something on the ship)
Code: Select all
sprite_index=spr_Core
event_inherited();
//PROPERTIES
//Movement Properties
l_thrust=0.05
l_minthrust=0.01
l_turning=4
l_maxspeed=6
//Combat Properties
l_maxhp=150
l_hp=l_maxhp
l_rephp=l_hp
ai_range=1000
//Misc
l_name="Storm"
l_size=87.33
l_iconsprite=spr_IcoHestia
//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\
//SECTIONS
var j;
j=0
l_section[j]=instance_create(35,-12,ShipSection);
l_section[j].sprite_index=spr_Section06;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(35,12,ShipSection);
l_section[j].sprite_index=spr_Section06;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(35,12,ShipSection);
l_section[j].sprite_index=spr_Section06;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(35,-12,ShipSection);
l_section[j].sprite_index=spr_Section06;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(35,12,ShipSection);
l_section[j].sprite_index=spr_Section06;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(35,-12,ShipSection);
l_section[j].sprite_index=spr_Section06;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(35,-12,ShipSection);
l_section[j].sprite_index=spr_Section06;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(35,12,ShipSection);
l_section[j].sprite_index=spr_Section06;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(35,12,ShipSection);
l_section[j].sprite_index=spr_Section06;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(35,-12,ShipSection);
l_section[j].sprite_index=spr_Section06;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(35,-12,ShipSection);
l_section[j].sprite_index=spr_Section06;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(35,12,ShipSection);
l_section[j].sprite_index=spr_Section06;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(35,-12,ShipSection);
l_section[j].sprite_index=spr_Section06;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(35,12,ShipSection);
l_section[j].sprite_index=spr_Section06;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(35,12,ShipSection);
l_section[j].sprite_index=spr_Section06;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(35,-12,ShipSection);
l_section[j].sprite_index=spr_Section06;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_sectionnum=j-1
l_maxsyshp=0
initSections();
//WEAPONS/MODULES
j=0
l_weapon[j]=instance_create(-4,18,Tachyon);
l_weapon[j].l_arcoffset=-90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(-4,-18,Tachyon);
l_weapon[j].l_arcoffset=90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(-4,-18,Tachyon);
l_weapon[j].l_arcoffset=90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(-4,18,Tachyon);
l_weapon[j].l_arcoffset=-90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(47,24,Pulse);
l_weapon[j].l_arcoffset=-65;
l_weapon[j].l_arcrange=135;
j+=1
l_weapon[j]=instance_create(-4,-18,Tachyon);
l_weapon[j].l_arcoffset=90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(-4,18,Tachyon);
l_weapon[j].l_arcoffset=-90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(-4,18,Tachyon);
l_weapon[j].l_arcoffset=-90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(-4,-18,Tachyon);
l_weapon[j].l_arcoffset=90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(47,-24,Pulse);
l_weapon[j].l_arcoffset=65;
l_weapon[j].l_arcrange=135;
j+=1
l_weapon[j]=instance_create(55,-6,Tachyon);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=70;
j+=1
l_weapon[j]=instance_create(-4,-18,Tachyon);
l_weapon[j].l_arcoffset=90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(-4,18,Tachyon);
l_weapon[j].l_arcoffset=-90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(-4,18,Tachyon);
l_weapon[j].l_arcoffset=-90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(-4,-18,Tachyon);
l_weapon[j].l_arcoffset=90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(47,-24,Pulse);
l_weapon[j].l_arcoffset=65;
l_weapon[j].l_arcrange=135;
j+=1
l_weapon[j]=instance_create(-4,18,Tachyon);
l_weapon[j].l_arcoffset=-90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(-4,-18,Tachyon);
l_weapon[j].l_arcoffset=90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(-4,-18,Tachyon);
l_weapon[j].l_arcoffset=90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(-4,18,Tachyon);
l_weapon[j].l_arcoffset=-90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(47,24,Pulse);
l_weapon[j].l_arcoffset=-65;
l_weapon[j].l_arcrange=135;
j+=1
l_weapon[j]=instance_create(55,6,Tachyon);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=70;
j+=1
l_weapon[j]=instance_create(-4,-18,Tachyon);
l_weapon[j].l_arcoffset=90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(-4,18,Tachyon);
l_weapon[j].l_arcoffset=-90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(-4,18,Tachyon);
l_weapon[j].l_arcoffset=-90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(-4,-18,Tachyon);
l_weapon[j].l_arcoffset=90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(47,-24,Pulse);
l_weapon[j].l_arcoffset=65;
l_weapon[j].l_arcrange=135;
j+=1
l_weapon[j]=instance_create(-4,18,Tachyon);
l_weapon[j].l_arcoffset=-90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(-4,-18,Tachyon);
l_weapon[j].l_arcoffset=90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(-4,-18,Tachyon);
l_weapon[j].l_arcoffset=90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(-4,18,Tachyon);
l_weapon[j].l_arcoffset=-90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(47,24,Pulse);
l_weapon[j].l_arcoffset=-65;
l_weapon[j].l_arcrange=135;
j+=1
l_weapon[j]=instance_create(55,6,Tachyon);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=70;
j+=1
l_weapon[j]=instance_create(-4,18,Tachyon);
l_weapon[j].l_arcoffset=-90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(-4,-18,Tachyon);
l_weapon[j].l_arcoffset=90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(-4,-18,Tachyon);
l_weapon[j].l_arcoffset=90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(-4,18,Tachyon);
l_weapon[j].l_arcoffset=-90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(47,24,Pulse);
l_weapon[j].l_arcoffset=-65;
l_weapon[j].l_arcrange=135;
j+=1
l_weapon[j]=instance_create(-4,-18,Tachyon);
l_weapon[j].l_arcoffset=90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(-4,18,Tachyon);
l_weapon[j].l_arcoffset=-90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(-4,18,Tachyon);
l_weapon[j].l_arcoffset=-90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(-4,-18,Tachyon);
l_weapon[j].l_arcoffset=90;
l_weapon[j].l_arcrange=225;
j+=1
l_weapon[j]=instance_create(47,-24,Pulse);
l_weapon[j].l_arcoffset=65;
l_weapon[j].l_arcrange=135;
j+=1
l_weapon[j]=instance_create(55,-6,Tachyon);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=70;
j+=1
l_weapon[j]=instance_create(-16,-8,ParticleGun);
l_weapon[j].l_arcoffset=145;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-16,8,ParticleGun);
l_weapon[j].l_arcoffset=-145;
l_weapon[j].l_arcrange=360;
j+=1
//Parents
l_section[1].l_child[0]=l_weapon[4]
l_section[1].l_childnum+=1
l_section[3].l_child[0]=l_weapon[9]
l_section[3].l_childnum+=1
l_section[3].l_child[1]=l_weapon[10]
l_section[3].l_childnum+=1
l_section[5].l_child[0]=l_weapon[15]
l_section[5].l_childnum+=1
l_section[7].l_child[0]=l_weapon[20]
l_section[7].l_childnum+=1
l_section[7].l_child[1]=l_weapon[21]
l_section[7].l_childnum+=1
l_section[9].l_child[0]=l_weapon[26]
l_section[9].l_childnum+=1
l_section[11].l_child[0]=l_weapon[31]
l_section[11].l_childnum+=1
l_section[11].l_child[1]=l_weapon[32]
l_section[11].l_childnum+=1
l_section[13].l_child[0]=l_weapon[37]
l_section[13].l_childnum+=1
l_section[15].l_child[0]=l_weapon[42]
l_section[15].l_childnum+=1
l_section[15].l_child[1]=l_weapon[43]
l_section[15].l_childnum+=1
//Weapon init
l_weaponnum=j-1
for (i=0;i<=l_weaponnum;i+=1)
{
l_weapon[i].l_offsetlen = point_distance(0,0,l_weapon[i].x,l_weapon[i].y)
l_weapon[i].l_offsetdir = point_direction(0,0,l_weapon[i].x,l_weapon[i].y)
l_weapon[i].l_player = l_player
l_weapon[i].l_owner = self.id
l_weapon[i].image_angle = l_weapon[i].l_arcoffset
l_maxsyshp += l_weapon[i].l_hp
l_syshp = l_maxsyshp
}
//+++++++++++++++++\\
//CHOOSESHIPS INITS\\
//+++++++++++++++++\\
if room != rm_ChooseShips then exit;
//CAREER AVAILABILITY
var i;
i=0
repeat(10)
{
l_alevel[i]=1
i+=1
}
l_reqlevel=-1
l_class=0
if global.gamemode = 0 then
{
if !l_alevel[global.mission] then
{
l_colour = c_gray
for (i=0;i<=l_sectionnum;i+=1)
{
l_section[i].l_colour = c_gray
}
}
}
else
{
if global.level<l_reqlevel then
{
l_colour = c_gray
for (i=0;i<=l_sectionnum;i+=1)
{
l_section[i].l_colour = c_gray
}
}
}
pwhk, it looks like you push 'M', the Mirror button, a lot... If that ship went on to the battlefield it would be a lot stronger than even one of the Battleships, with about 10 layers of very strong sections and 10 Tachyon cannons on each side. To flip sections use the arrow keys, not M - which copies all of them across the core section.
[b]Ubuntu. Linux for human beings.[/b]
Oops, I thought the 'M' button only mirror a single object... I will try again later
EDIT: My ship Storm have been remade
EDIT: New ships:
1. Destructor
2. Hover A (Enemy ship):
3. Hover Revenge:
4. Sophine:
5. Station 76 (Not a ship, but a space station):
7. Tonale:
EDIT: My ship Storm have been remade
Code: Select all
sprite_index=spr_Core
event_inherited();
//PROPERTIES
//Movement Properties
l_thrust=0.05
l_minthrust=0.01
l_turning=4
l_maxspeed=6
//Combat Properties
l_maxhp=150
l_hp=l_maxhp
l_rephp=l_hp
ai_range=1000
//Misc
l_name="Storm"
l_size=79.01
l_iconsprite=spr_IcoHestia
//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\
//SECTIONS
var j;
j=0
l_section[j]=instance_create(32,-10,ShipSection);
l_section[j].sprite_index=spr_Section07;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(32,10,ShipSection);
l_section[j].sprite_index=spr_Section07;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_sectionnum=j-1
l_maxsyshp=0
initSections();
//WEAPONS/MODULES
j=0
l_weapon[j]=instance_create(43,-19,Blaster);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=60;
j+=1
l_weapon[j]=instance_create(42,-3,Pulse);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=60;
j+=1
l_weapon[j]=instance_create(-3,-24,GatBlaster);
l_weapon[j].l_arcoffset=-270;
l_weapon[j].l_arcrange=270;
j+=1
l_weapon[j]=instance_create(43,19,Blaster);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=60;
j+=1
l_weapon[j]=instance_create(42,3,Pulse);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=60;
j+=1
l_weapon[j]=instance_create(-3,24,GatBlaster);
l_weapon[j].l_arcoffset=270;
l_weapon[j].l_arcrange=270;
j+=1
//Parents
l_section[0].l_child[0]=l_weapon[0]
l_section[0].l_childnum+=1
l_section[0].l_child[1]=l_weapon[1]
l_section[0].l_childnum+=1
l_section[1].l_child[0]=l_weapon[3]
l_section[1].l_childnum+=1
l_section[1].l_child[1]=l_weapon[4]
l_section[1].l_childnum+=1
//Weapon init
l_weaponnum=j-1
for (i=0;i<=l_weaponnum;i+=1)
{
l_weapon[i].l_offsetlen = point_distance(0,0,l_weapon[i].x,l_weapon[i].y)
l_weapon[i].l_offsetdir = point_direction(0,0,l_weapon[i].x,l_weapon[i].y)
l_weapon[i].l_player = l_player
l_weapon[i].l_owner = self.id
l_weapon[i].image_angle = l_weapon[i].l_arcoffset
l_maxsyshp += l_weapon[i].l_hp
l_syshp = l_maxsyshp
}
//+++++++++++++++++\\
//CHOOSESHIPS INITS\\
//+++++++++++++++++\\
if room != rm_ChooseShips then exit;
//CAREER AVAILABILITY
var i;
i=0
repeat(10)
{
l_alevel[i]=1
i+=1
}
l_reqlevel=-1
l_class=0
if global.gamemode = 0 then
{
if !l_alevel[global.mission] then
{
l_colour = c_gray
for (i=0;i<=l_sectionnum;i+=1)
{
l_section[i].l_colour = c_gray
}
}
}
else
{
if global.level<l_reqlevel then
{
l_colour = c_gray
for (i=0;i<=l_sectionnum;i+=1)
{
l_section[i].l_colour = c_gray
}
}
}
1. Destructor
Code: Select all
sprite_index=spr_Core
event_inherited();
//PROPERTIES
//Movement Properties
l_thrust=0.05
l_minthrust=0.01
l_turning=1.25
l_maxspeed=1.75
//Combat Properties
l_maxhp=350
l_hp=l_maxhp
l_rephp=l_hp
ai_range=440
//Misc
l_name="Destructor"
l_size=107.29
l_iconsprite=spr_IcoHestia
//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\
//SECTIONS
var j;
j=0
l_section[j]=instance_create(-44,-17,ShipSection);
l_section[j].sprite_index=spr_Section01;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-12,-23,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(17,-20,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(48,-10,ShipSection);
l_section[j].sprite_index=spr_Section12;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-44,17,ShipSection);
l_section[j].sprite_index=spr_Section01;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-12,23,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(17,20,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(48,10,ShipSection);
l_section[j].sprite_index=spr_Section12;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_sectionnum=j-1
l_maxsyshp=0
initSections();
//WEAPONS/MODULES
j=0
l_weapon[j]=instance_create(-62,-40,Demeter);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-61,-1,GatBlaster);
l_weapon[j].l_arcoffset=-145;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(-20,-36,GatPulse);
l_weapon[j].l_arcoffset=-225;
l_weapon[j].l_arcrange=135;
j+=1
l_weapon[j]=instance_create(27,-33,Pulse);
l_weapon[j].l_arcoffset=-310;
l_weapon[j].l_arcrange=135;
j+=1
l_weapon[j]=instance_create(72,-22,Tachyon);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(72,2,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-22,-10,Laser);
l_weapon[j].l_arcoffset=-225;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-1,-10,Booster);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-62,40,Demeter);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-61,1,GatBlaster);
l_weapon[j].l_arcoffset=145;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(-20,36,GatPulse);
l_weapon[j].l_arcoffset=225;
l_weapon[j].l_arcrange=135;
j+=1
l_weapon[j]=instance_create(27,33,Pulse);
l_weapon[j].l_arcoffset=310;
l_weapon[j].l_arcrange=135;
j+=1
l_weapon[j]=instance_create(72,22,Tachyon);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(72,-2,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-22,10,Laser);
l_weapon[j].l_arcoffset=225;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-1,10,Booster);
l_weapon[j].l_arcoffset=0;
j+=1
//Parents
l_section[0].l_child[0]=l_weapon[0]
l_section[0].l_childnum+=1
l_section[0].l_child[1]=l_weapon[1]
l_section[0].l_childnum+=1
l_section[1].l_child[0]=l_weapon[2]
l_section[1].l_childnum+=1
l_section[2].l_child[0]=l_weapon[3]
l_section[2].l_childnum+=1
l_section[3].l_child[0]=l_weapon[4]
l_section[3].l_childnum+=1
l_section[3].l_child[1]=l_weapon[5]
l_section[3].l_childnum+=1
l_section[4].l_child[0]=l_weapon[8]
l_section[4].l_childnum+=1
l_section[4].l_child[1]=l_weapon[9]
l_section[4].l_childnum+=1
l_section[5].l_child[0]=l_weapon[10]
l_section[5].l_childnum+=1
l_section[6].l_child[0]=l_weapon[11]
l_section[6].l_childnum+=1
l_section[7].l_child[0]=l_weapon[12]
l_section[7].l_childnum+=1
l_section[7].l_child[1]=l_weapon[13]
l_section[7].l_childnum+=1
//Weapon init
l_weaponnum=j-1
for (i=0;i<=l_weaponnum;i+=1)
{
l_weapon[i].l_offsetlen = point_distance(0,0,l_weapon[i].x,l_weapon[i].y)
l_weapon[i].l_offsetdir = point_direction(0,0,l_weapon[i].x,l_weapon[i].y)
l_weapon[i].l_player = l_player
l_weapon[i].l_owner = self.id
l_weapon[i].image_angle = l_weapon[i].l_arcoffset
l_maxsyshp += l_weapon[i].l_hp
l_syshp = l_maxsyshp
}
//+++++++++++++++++\\
//CHOOSESHIPS INITS\\
//+++++++++++++++++\\
if room != rm_ChooseShips then exit;
//CAREER AVAILABILITY
var i;
i=0
repeat(10)
{
l_alevel[i]=1
i+=1
}
l_reqlevel=-1
l_class=1
if global.gamemode = 0 then
{
if !l_alevel[global.mission] then
{
l_colour = c_gray
for (i=0;i<=l_sectionnum;i+=1)
{
l_section[i].l_colour = c_gray
}
}
}
else
{
if global.level<l_reqlevel then
{
l_colour = c_gray
for (i=0;i<=l_sectionnum;i+=1)
{
l_section[i].l_colour = c_gray
}
}
}
Code: Select all
sprite_index=spr_Alien
event_inherited();
//PROPERTIES
//Movement Properties
l_thrust=0.05
l_minthrust=0.01
l_turning=3.25
l_maxspeed=4.50
//Combat Properties
l_maxhp=400
l_hp=l_maxhp
l_rephp=l_hp
ai_range=400
//Misc
l_name="Hover A"
l_size=171.46
l_iconsprite=spr_IcoHestia
//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\
//SECTIONS
var j;
j=0
l_section[j]=instance_create(-74,-25,ShipSection);
l_section[j].sprite_index=spr_Section01;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(88,-33,ShipSection);
l_section[j].sprite_index=spr_Section16;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-50,-67,ShipSection);
l_section[j].sprite_index=spr_Section02;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(34,-69,ShipSection);
l_section[j].sprite_index=spr_Section02;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-105,-66,ShipSection);
l_section[j].sprite_index=spr_Section14;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(88,-71,ShipSection);
l_section[j].sprite_index=spr_Section14;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-10,-78,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-74,25,ShipSection);
l_section[j].sprite_index=spr_Section01;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(88,33,ShipSection);
l_section[j].sprite_index=spr_Section16;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-50,67,ShipSection);
l_section[j].sprite_index=spr_Section02;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(34,69,ShipSection);
l_section[j].sprite_index=spr_Section02;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-105,66,ShipSection);
l_section[j].sprite_index=spr_Section14;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(88,71,ShipSection);
l_section[j].sprite_index=spr_Section14;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-10,78,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_sectionnum=j-1
l_maxsyshp=0
initSections();
//WEAPONS/MODULES
j=0
l_weapon[j]=instance_create(-9,-82,Demeter);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-69,-83,Pulse);
l_weapon[j].l_arcoffset=-265;
l_weapon[j].l_arcrange=120;
j+=1
l_weapon[j]=instance_create(49,-87,Pulse);
l_weapon[j].l_arcoffset=-270;
l_weapon[j].l_arcrange=120;
j+=1
l_weapon[j]=instance_create(-128,-55,Laser);
l_weapon[j].l_arcoffset=-170;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(107,-58,Laser);
l_weapon[j].l_arcoffset=-20;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(-109,-87,GatBlaster);
l_weapon[j].l_arcoffset=-240;
l_weapon[j].l_arcrange=140;
j+=1
l_weapon[j]=instance_create(89,-97,GatBlaster);
l_weapon[j].l_arcoffset=-295;
l_weapon[j].l_arcrange=140;
j+=1
l_weapon[j]=instance_create(-87,-9,PointMaser);
l_weapon[j].l_arcoffset=-155;
l_weapon[j].l_arcrange=80;
j+=1
l_weapon[j]=instance_create(87,-13,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(108,-34,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(0,-22,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-16,-13,Deflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(13,-17,AegisDeflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-9,82,Demeter);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-69,83,Pulse);
l_weapon[j].l_arcoffset=265;
l_weapon[j].l_arcrange=120;
j+=1
l_weapon[j]=instance_create(49,87,Pulse);
l_weapon[j].l_arcoffset=270;
l_weapon[j].l_arcrange=120;
j+=1
l_weapon[j]=instance_create(-128,55,Laser);
l_weapon[j].l_arcoffset=170;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(107,58,Laser);
l_weapon[j].l_arcoffset=20;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(-109,87,GatBlaster);
l_weapon[j].l_arcoffset=240;
l_weapon[j].l_arcrange=140;
j+=1
l_weapon[j]=instance_create(89,97,GatBlaster);
l_weapon[j].l_arcoffset=295;
l_weapon[j].l_arcrange=140;
j+=1
l_weapon[j]=instance_create(-87,9,PointMaser);
l_weapon[j].l_arcoffset=155;
l_weapon[j].l_arcrange=80;
j+=1
l_weapon[j]=instance_create(87,13,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(108,34,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(0,22,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-16,13,Deflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(13,17,AegisDeflector);
l_weapon[j].l_arcoffset=0;
j+=1
//Parents
l_section[6].l_child[0]=l_weapon[0]
l_section[6].l_childnum+=1
l_section[2].l_child[0]=l_weapon[1]
l_section[2].l_childnum+=1
l_section[3].l_child[0]=l_weapon[2]
l_section[3].l_childnum+=1
l_section[4].l_child[0]=l_weapon[3]
l_section[4].l_childnum+=1
l_section[5].l_child[0]=l_weapon[4]
l_section[5].l_childnum+=1
l_section[4].l_child[1]=l_weapon[5]
l_section[4].l_childnum+=1
l_section[5].l_child[1]=l_weapon[6]
l_section[5].l_childnum+=1
l_section[0].l_child[0]=l_weapon[7]
l_section[0].l_childnum+=1
l_section[1].l_child[0]=l_weapon[8]
l_section[1].l_childnum+=1
l_section[1].l_child[1]=l_weapon[9]
l_section[1].l_childnum+=1
l_section[13].l_child[0]=l_weapon[13]
l_section[13].l_childnum+=1
l_section[9].l_child[0]=l_weapon[14]
l_section[9].l_childnum+=1
l_section[10].l_child[0]=l_weapon[15]
l_section[10].l_childnum+=1
l_section[11].l_child[0]=l_weapon[16]
l_section[11].l_childnum+=1
l_section[12].l_child[0]=l_weapon[17]
l_section[12].l_childnum+=1
l_section[11].l_child[1]=l_weapon[18]
l_section[11].l_childnum+=1
l_section[12].l_child[1]=l_weapon[19]
l_section[12].l_childnum+=1
l_section[7].l_child[0]=l_weapon[20]
l_section[7].l_childnum+=1
l_section[8].l_child[0]=l_weapon[21]
l_section[8].l_childnum+=1
l_section[8].l_child[1]=l_weapon[22]
l_section[8].l_childnum+=1
//Weapon init
l_weaponnum=j-1
for (i=0;i<=l_weaponnum;i+=1)
{
l_weapon[i].l_offsetlen = point_distance(0,0,l_weapon[i].x,l_weapon[i].y)
l_weapon[i].l_offsetdir = point_direction(0,0,l_weapon[i].x,l_weapon[i].y)
l_weapon[i].l_player = l_player
l_weapon[i].l_owner = self.id
l_weapon[i].image_angle = l_weapon[i].l_arcoffset
l_maxsyshp += l_weapon[i].l_hp
l_syshp = l_maxsyshp
}
//+++++++++++++++++\\
//CHOOSESHIPS INITS\\
//+++++++++++++++++\\
if room != rm_ChooseShips then exit;
//CAREER AVAILABILITY
var i;
i=0
repeat(10)
{
l_alevel[i]=1
i+=1
}
l_reqlevel=-1
l_class=1
if global.gamemode = 0 then
{
if !l_alevel[global.mission] then
{
l_colour = c_gray
for (i=0;i<=l_sectionnum;i+=1)
{
l_section[i].l_colour = c_gray
}
}
}
else
{
if global.level<l_reqlevel then
{
l_colour = c_gray
for (i=0;i<=l_sectionnum;i+=1)
{
l_section[i].l_colour = c_gray
}
}
}
Code: Select all
sprite_index=spr_Core
event_inherited();
//PROPERTIES
//Movement Properties
l_thrust=0.05
l_minthrust=0.01
l_turning=1
l_maxspeed=2
//Combat Properties
l_maxhp=500
l_hp=l_maxhp
l_rephp=l_hp
ai_range=600
//Misc
l_name="Hover Revenge"
l_size=118.83
l_iconsprite=spr_IcoHestia
//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\
//SECTIONS
var j;
j=0
l_section[j]=instance_create(-83,-22,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-66,-43,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-44,-56,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-18,-59,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(10,-59,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(34,-51,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(55,-32,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(67,-7,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-86,5,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-83,22,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-66,43,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-44,56,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-18,59,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(10,59,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(34,51,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(55,32,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(67,7,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-86,-5,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_sectionnum=j-1
l_maxsyshp=0
initSections();
//WEAPONS/MODULES
j=0
l_weapon[j]=instance_create(-86,6,Demeter);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(67,-8,Demeter);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-84,-22,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(57,-33,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-67,-45,ParticleGun);
l_weapon[j].l_arcoffset=-70;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(34,-55,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-46,-59,Laser);
l_weapon[j].l_arcoffset=-230;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(8,-62,Laser);
l_weapon[j].l_arcoffset=55;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-19,-62,Lancet);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(14,-7,GluonBolter);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-27,-8,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-86,-6,Demeter);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(67,8,Demeter);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-84,22,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(57,33,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-67,45,ParticleGun);
l_weapon[j].l_arcoffset=70;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(34,55,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-46,59,Laser);
l_weapon[j].l_arcoffset=230;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(8,62,Laser);
l_weapon[j].l_arcoffset=-55;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-19,62,Lancet);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(14,7,GluonBolter);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-27,8,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
//Parents
l_section[8].l_child[0]=l_weapon[0]
l_section[8].l_childnum+=1
l_section[7].l_child[0]=l_weapon[1]
l_section[7].l_childnum+=1
l_section[0].l_child[0]=l_weapon[2]
l_section[0].l_childnum+=1
l_section[6].l_child[0]=l_weapon[3]
l_section[6].l_childnum+=1
l_section[1].l_child[0]=l_weapon[4]
l_section[1].l_childnum+=1
l_section[5].l_child[0]=l_weapon[5]
l_section[5].l_childnum+=1
l_section[2].l_child[0]=l_weapon[6]
l_section[2].l_childnum+=1
l_section[4].l_child[0]=l_weapon[7]
l_section[4].l_childnum+=1
l_section[3].l_child[0]=l_weapon[8]
l_section[3].l_childnum+=1
l_section[17].l_child[0]=l_weapon[11]
l_section[17].l_childnum+=1
l_section[16].l_child[0]=l_weapon[12]
l_section[16].l_childnum+=1
l_section[9].l_child[0]=l_weapon[13]
l_section[9].l_childnum+=1
l_section[15].l_child[0]=l_weapon[14]
l_section[15].l_childnum+=1
l_section[10].l_child[0]=l_weapon[15]
l_section[10].l_childnum+=1
l_section[14].l_child[0]=l_weapon[16]
l_section[14].l_childnum+=1
l_section[11].l_child[0]=l_weapon[17]
l_section[11].l_childnum+=1
l_section[13].l_child[0]=l_weapon[18]
l_section[13].l_childnum+=1
l_section[12].l_child[0]=l_weapon[19]
l_section[12].l_childnum+=1
//Weapon init
l_weaponnum=j-1
for (i=0;i<=l_weaponnum;i+=1)
{
l_weapon[i].l_offsetlen = point_distance(0,0,l_weapon[i].x,l_weapon[i].y)
l_weapon[i].l_offsetdir = point_direction(0,0,l_weapon[i].x,l_weapon[i].y)
l_weapon[i].l_player = l_player
l_weapon[i].l_owner = self.id
l_weapon[i].image_angle = l_weapon[i].l_arcoffset
l_maxsyshp += l_weapon[i].l_hp
l_syshp = l_maxsyshp
}
//+++++++++++++++++\\
//CHOOSESHIPS INITS\\
//+++++++++++++++++\\
if room != rm_ChooseShips then exit;
//CAREER AVAILABILITY
var i;
i=0
repeat(10)
{
l_alevel[i]=1
i+=1
}
l_reqlevel=-1
l_class=1
if global.gamemode = 0 then
{
if !l_alevel[global.mission] then
{
l_colour = c_gray
for (i=0;i<=l_sectionnum;i+=1)
{
l_section[i].l_colour = c_gray
}
}
}
else
{
if global.level<l_reqlevel then
{
l_colour = c_gray
for (i=0;i<=l_sectionnum;i+=1)
{
l_section[i].l_colour = c_gray
}
}
}
Code: Select all
sprite_index=spr_Core
event_inherited();
//PROPERTIES
//Movement Properties
l_thrust=0.05
l_minthrust=0.01
l_turning=0.75
l_maxspeed=0.75
//Combat Properties
l_maxhp=800
l_hp=l_maxhp
l_rephp=l_hp
ai_range=2000
//Misc
l_name="Sophine"
l_size=201.54
l_iconsprite=spr_IcoHestia
//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\
//SECTIONS
var j;
j=0
l_section[j]=instance_create(24,-24,ShipSection);
l_section[j].sprite_index=spr_Section10;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-31,-28,ShipSection);
l_section[j].sprite_index=spr_Section11;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(3,-63,ShipSection);
l_section[j].sprite_index=spr_Section09;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(40,-62,ShipSection);
l_section[j].sprite_index=spr_Section09;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(72,-11,ShipSection);
l_section[j].sprite_index=spr_Section12;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(73,-41,ShipSection);
l_section[j].sprite_index=spr_Section15;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-70,-22,ShipSection);
l_section[j].sprite_index=spr_Section01;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-122,-54,ShipSection);
l_section[j].sprite_index=spr_Section03;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-36,-50,ShipSection);
l_section[j].sprite_index=spr_Section05;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-105,-9,ShipSection);
l_section[j].sprite_index=spr_Section12;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(24,24,ShipSection);
l_section[j].sprite_index=spr_Section10;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-31,28,ShipSection);
l_section[j].sprite_index=spr_Section11;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(3,63,ShipSection);
l_section[j].sprite_index=spr_Section09;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(40,62,ShipSection);
l_section[j].sprite_index=spr_Section09;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(72,11,ShipSection);
l_section[j].sprite_index=spr_Section12;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(73,41,ShipSection);
l_section[j].sprite_index=spr_Section15;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-70,22,ShipSection);
l_section[j].sprite_index=spr_Section01;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-122,54,ShipSection);
l_section[j].sprite_index=spr_Section03;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-36,50,ShipSection);
l_section[j].sprite_index=spr_Section05;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-105,9,ShipSection);
l_section[j].sprite_index=spr_Section12;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_sectionnum=j-1
l_maxsyshp=0
initSections();
//WEAPONS/MODULES
j=0
l_weapon[j]=instance_create(-134,-6,GatPulse);
l_weapon[j].l_arcoffset=-180;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(-162,-50,Laser);
l_weapon[j].l_arcoffset=-180;
l_weapon[j].l_arcrange=110;
j+=1
l_weapon[j]=instance_create(-138,-71,Laser);
l_weapon[j].l_arcoffset=90;
l_weapon[j].l_arcrange=115;
j+=1
l_weapon[j]=instance_create(-16,-66,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-51,-70,GatBlaster);
l_weapon[j].l_arcoffset=-235;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(-58,-48,ScatterBeam);
l_weapon[j].l_arcoffset=-185;
l_weapon[j].l_arcrange=160;
j+=1
l_weapon[j]=instance_create(3,-76,PointBeam);
l_weapon[j].l_arcoffset=-270;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(40,-76,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(99,-36,Tachyon);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=135;
j+=1
l_weapon[j]=instance_create(99,-6,Tachyon);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=135;
j+=1
l_weapon[j]=instance_create(-6,-34,Projector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-47,-21,GluonBolter);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-2,-17,ParticleGun);
l_weapon[j].l_arcoffset=-250;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-31,-8,Blaster);
l_weapon[j].l_arcoffset=-180;
l_weapon[j].l_arcrange=115;
j+=1
l_weapon[j]=instance_create(-30,2,Laser);
l_weapon[j].l_arcoffset=-180;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(6,-13,Blaster);
l_weapon[j].l_arcoffset=50;
l_weapon[j].l_arcrange=100;
j+=1
l_weapon[j]=instance_create(26,-5,Deflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-12,-9,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-134,6,GatPulse);
l_weapon[j].l_arcoffset=180;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(-162,50,Laser);
l_weapon[j].l_arcoffset=180;
l_weapon[j].l_arcrange=110;
j+=1
l_weapon[j]=instance_create(-138,71,Laser);
l_weapon[j].l_arcoffset=-90;
l_weapon[j].l_arcrange=115;
j+=1
l_weapon[j]=instance_create(-16,66,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-51,70,GatBlaster);
l_weapon[j].l_arcoffset=235;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(-58,48,ScatterBeam);
l_weapon[j].l_arcoffset=185;
l_weapon[j].l_arcrange=160;
j+=1
l_weapon[j]=instance_create(3,76,PointBeam);
l_weapon[j].l_arcoffset=270;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(40,76,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(99,36,Tachyon);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=135;
j+=1
l_weapon[j]=instance_create(99,6,Tachyon);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=135;
j+=1
l_weapon[j]=instance_create(-6,34,Projector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-47,21,GluonBolter);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-2,17,ParticleGun);
l_weapon[j].l_arcoffset=250;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-31,8,Blaster);
l_weapon[j].l_arcoffset=180;
l_weapon[j].l_arcrange=115;
j+=1
l_weapon[j]=instance_create(-30,-2,Laser);
l_weapon[j].l_arcoffset=180;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(6,13,Blaster);
l_weapon[j].l_arcoffset=-50;
l_weapon[j].l_arcrange=100;
j+=1
l_weapon[j]=instance_create(26,5,Deflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-12,9,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
//Parents
l_section[0].l_child[0]=l_section[2]
l_section[0].l_childnum+=1
l_section[0].l_child[1]=l_section[3]
l_section[0].l_childnum+=1
l_section[0].l_child[2]=l_section[4]
l_section[0].l_childnum+=1
l_section[0].l_child[3]=l_section[5]
l_section[0].l_childnum+=1
l_section[1].l_child[0]=l_section[6]
l_section[1].l_childnum+=1
l_section[6].l_child[0]=l_section[7]
l_section[6].l_childnum+=1
l_section[1].l_child[1]=l_section[8]
l_section[1].l_childnum+=1
l_section[6].l_child[1]=l_section[9]
l_section[6].l_childnum+=1
l_section[9].l_child[0]=l_weapon[0]
l_section[9].l_childnum+=1
l_section[7].l_child[0]=l_weapon[1]
l_section[7].l_childnum+=1
l_section[7].l_child[1]=l_weapon[2]
l_section[7].l_childnum+=1
l_section[8].l_child[0]=l_weapon[3]
l_section[8].l_childnum+=1
l_section[8].l_child[1]=l_weapon[4]
l_section[8].l_childnum+=1
l_section[8].l_child[2]=l_weapon[5]
l_section[8].l_childnum+=1
l_section[2].l_child[0]=l_weapon[6]
l_section[2].l_childnum+=1
l_section[3].l_child[0]=l_weapon[7]
l_section[3].l_childnum+=1
l_section[5].l_child[0]=l_weapon[8]
l_section[5].l_childnum+=1
l_section[4].l_child[0]=l_weapon[9]
l_section[4].l_childnum+=1
l_section[0].l_child[4]=l_weapon[10]
l_section[0].l_childnum+=1
l_section[1].l_child[2]=l_weapon[11]
l_section[1].l_childnum+=1
l_section[10].l_child[0]=l_section[12]
l_section[10].l_childnum+=1
l_section[10].l_child[1]=l_section[13]
l_section[10].l_childnum+=1
l_section[10].l_child[2]=l_section[14]
l_section[10].l_childnum+=1
l_section[10].l_child[3]=l_section[15]
l_section[10].l_childnum+=1
l_section[11].l_child[0]=l_section[16]
l_section[11].l_childnum+=1
l_section[16].l_child[0]=l_section[17]
l_section[16].l_childnum+=1
l_section[11].l_child[1]=l_section[18]
l_section[11].l_childnum+=1
l_section[16].l_child[1]=l_section[19]
l_section[16].l_childnum+=1
l_section[19].l_child[0]=l_weapon[18]
l_section[19].l_childnum+=1
l_section[17].l_child[0]=l_weapon[19]
l_section[17].l_childnum+=1
l_section[17].l_child[1]=l_weapon[20]
l_section[17].l_childnum+=1
l_section[18].l_child[0]=l_weapon[21]
l_section[18].l_childnum+=1
l_section[18].l_child[1]=l_weapon[22]
l_section[18].l_childnum+=1
l_section[18].l_child[2]=l_weapon[23]
l_section[18].l_childnum+=1
l_section[12].l_child[0]=l_weapon[24]
l_section[12].l_childnum+=1
l_section[13].l_child[0]=l_weapon[25]
l_section[13].l_childnum+=1
l_section[15].l_child[0]=l_weapon[26]
l_section[15].l_childnum+=1
l_section[14].l_child[0]=l_weapon[27]
l_section[14].l_childnum+=1
l_section[10].l_child[4]=l_weapon[28]
l_section[10].l_childnum+=1
l_section[11].l_child[2]=l_weapon[29]
l_section[11].l_childnum+=1
//Weapon init
l_weaponnum=j-1
for (i=0;i<=l_weaponnum;i+=1)
{
l_weapon[i].l_offsetlen = point_distance(0,0,l_weapon[i].x,l_weapon[i].y)
l_weapon[i].l_offsetdir = point_direction(0,0,l_weapon[i].x,l_weapon[i].y)
l_weapon[i].l_player = l_player
l_weapon[i].l_owner = self.id
l_weapon[i].image_angle = l_weapon[i].l_arcoffset
l_maxsyshp += l_weapon[i].l_hp
l_syshp = l_maxsyshp
}
//+++++++++++++++++\\
//CHOOSESHIPS INITS\\
//+++++++++++++++++\\
if room != rm_ChooseShips then exit;
//CAREER AVAILABILITY
var i;
i=0
repeat(10)
{
l_alevel[i]=1
i+=1
}
l_reqlevel=-1
l_class=2
if global.gamemode = 0 then
{
if !l_alevel[global.mission] then
{
l_colour = c_gray
for (i=0;i<=l_sectionnum;i+=1)
{
l_section[i].l_colour = c_gray
}
}
}
else
{
if global.level<l_reqlevel then
{
l_colour = c_gray
for (i=0;i<=l_sectionnum;i+=1)
{
l_section[i].l_colour = c_gray
}
}
}
Code: Select all
sprite_index=spr_Spacestation
event_inherited();
//PROPERTIES
//Movement Properties
l_thrust=0.05
l_minthrust=0.01
l_turning=0.25
l_maxspeed=0.25
//Combat Properties
l_maxhp=1000
l_hp=l_maxhp
l_rephp=l_hp
ai_range=900
//Misc
l_name="Station 76"
l_size=112.16
l_iconsprite=spr_IcoHestia
//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\
//SECTIONS
var j;
j=0
l_section[j]=instance_create(37,-31,ShipSection);
l_section[j].sprite_index=spr_Section05;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-38,6,ShipSection);
l_section[j].sprite_index=spr_Section05;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(3,-32,ShipSection);
l_section[j].sprite_index=spr_Section09;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-37,-35,ShipSection);
l_section[j].sprite_index=spr_Section11;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(26,23,ShipSection);
l_section[j].sprite_index=spr_Section10;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(37,31,ShipSection);
l_section[j].sprite_index=spr_Section05;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-38,-6,ShipSection);
l_section[j].sprite_index=spr_Section05;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(3,32,ShipSection);
l_section[j].sprite_index=spr_Section09;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-37,35,ShipSection);
l_section[j].sprite_index=spr_Section11;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(26,-23,ShipSection);
l_section[j].sprite_index=spr_Section10;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_sectionnum=j-1
l_maxsyshp=0
initSections();
//WEAPONS/MODULES
j=0
l_weapon[j]=instance_create(-4,-19,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(16,-20,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(3,1,PlatformDeployer);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-20,-12,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-20,4,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-26,-61,Lancet);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-69,-21,Lancet);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-53,17,ParticleGun);
l_weapon[j].l_arcoffset=-140;
l_weapon[j].l_arcrange=110;
j+=1
l_weapon[j]=instance_create(61,-52,GatBlaster);
l_weapon[j].l_arcoffset=45;
l_weapon[j].l_arcrange=110;
j+=1
l_weapon[j]=instance_create(5,-47,ParticleGun);
l_weapon[j].l_arcoffset=-270;
l_weapon[j].l_arcrange=135;
j+=1
l_weapon[j]=instance_create(-52,-32,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-40,-43,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-58,-4,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-25,22,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(58,-26,PointMaser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(34,-53,PointMaser);
l_weapon[j].l_arcoffset=-265;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(55,-1,ScatterBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(53,19,ScatterBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(55,44,ScatterBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(9,52,Blaster);
l_weapon[j].l_arcoffset=-90;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(29,49,Blaster);
l_weapon[j].l_arcoffset=-90;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(48,56,Tachyon);
l_weapon[j].l_arcoffset=-85;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-4,19,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(16,20,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(3,-1,PlatformDeployer);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-20,12,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-20,-4,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-26,61,Lancet);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-69,21,Lancet);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-53,-17,ParticleGun);
l_weapon[j].l_arcoffset=140;
l_weapon[j].l_arcrange=110;
j+=1
l_weapon[j]=instance_create(61,52,GatBlaster);
l_weapon[j].l_arcoffset=-45;
l_weapon[j].l_arcrange=110;
j+=1
l_weapon[j]=instance_create(5,47,ParticleGun);
l_weapon[j].l_arcoffset=270;
l_weapon[j].l_arcrange=135;
j+=1
l_weapon[j]=instance_create(-52,32,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-40,43,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-58,4,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-25,-22,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(58,26,PointMaser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(34,53,PointMaser);
l_weapon[j].l_arcoffset=265;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(55,1,ScatterBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(53,-19,ScatterBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(55,-44,ScatterBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(9,-52,Blaster);
l_weapon[j].l_arcoffset=90;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(29,-49,Blaster);
l_weapon[j].l_arcoffset=90;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(48,-56,Tachyon);
l_weapon[j].l_arcoffset=85;
l_weapon[j].l_arcrange=45;
j+=1
//Parents
l_section[3].l_child[0]=l_weapon[5]
l_section[3].l_childnum+=1
l_section[3].l_child[1]=l_weapon[6]
l_section[3].l_childnum+=1
l_section[1].l_child[0]=l_weapon[7]
l_section[1].l_childnum+=1
l_section[0].l_child[0]=l_weapon[8]
l_section[0].l_childnum+=1
l_section[2].l_child[0]=l_weapon[9]
l_section[2].l_childnum+=1
l_section[3].l_child[2]=l_weapon[10]
l_section[3].l_childnum+=1
l_section[3].l_child[3]=l_weapon[11]
l_section[3].l_childnum+=1
l_section[1].l_child[1]=l_weapon[12]
l_section[1].l_childnum+=1
l_section[1].l_child[2]=l_weapon[13]
l_section[1].l_childnum+=1
l_section[0].l_child[1]=l_weapon[14]
l_section[0].l_childnum+=1
l_section[0].l_child[2]=l_weapon[15]
l_section[0].l_childnum+=1
l_section[4].l_child[0]=l_weapon[16]
l_section[4].l_childnum+=1
l_section[4].l_child[1]=l_weapon[17]
l_section[4].l_childnum+=1
l_section[4].l_child[2]=l_weapon[18]
l_section[4].l_childnum+=1
l_section[4].l_child[3]=l_weapon[19]
l_section[4].l_childnum+=1
l_section[4].l_child[4]=l_weapon[20]
l_section[4].l_childnum+=1
l_section[4].l_child[5]=l_weapon[21]
l_section[4].l_childnum+=1
l_section[8].l_child[0]=l_weapon[27]
l_section[8].l_childnum+=1
l_section[8].l_child[1]=l_weapon[28]
l_section[8].l_childnum+=1
l_section[6].l_child[0]=l_weapon[29]
l_section[6].l_childnum+=1
l_section[5].l_child[0]=l_weapon[30]
l_section[5].l_childnum+=1
l_section[7].l_child[0]=l_weapon[31]
l_section[7].l_childnum+=1
l_section[8].l_child[2]=l_weapon[32]
l_section[8].l_childnum+=1
l_section[8].l_child[3]=l_weapon[33]
l_section[8].l_childnum+=1
l_section[6].l_child[1]=l_weapon[34]
l_section[6].l_childnum+=1
l_section[6].l_child[2]=l_weapon[35]
l_section[6].l_childnum+=1
l_section[5].l_child[1]=l_weapon[36]
l_section[5].l_childnum+=1
l_section[5].l_child[2]=l_weapon[37]
l_section[5].l_childnum+=1
l_section[9].l_child[0]=l_weapon[38]
l_section[9].l_childnum+=1
l_section[9].l_child[1]=l_weapon[39]
l_section[9].l_childnum+=1
l_section[9].l_child[2]=l_weapon[40]
l_section[9].l_childnum+=1
l_section[9].l_child[3]=l_weapon[41]
l_section[9].l_childnum+=1
l_section[9].l_child[4]=l_weapon[42]
l_section[9].l_childnum+=1
l_section[9].l_child[5]=l_weapon[43]
l_section[9].l_childnum+=1
//Weapon init
l_weaponnum=j-1
for (i=0;i<=l_weaponnum;i+=1)
{
l_weapon[i].l_offsetlen = point_distance(0,0,l_weapon[i].x,l_weapon[i].y)
l_weapon[i].l_offsetdir = point_direction(0,0,l_weapon[i].x,l_weapon[i].y)
l_weapon[i].l_player = l_player
l_weapon[i].l_owner = self.id
l_weapon[i].image_angle = l_weapon[i].l_arcoffset
l_maxsyshp += l_weapon[i].l_hp
l_syshp = l_maxsyshp
}
//+++++++++++++++++\\
//CHOOSESHIPS INITS\\
//+++++++++++++++++\\
if room != rm_ChooseShips then exit;
//CAREER AVAILABILITY
var i;
i=0
repeat(10)
{
l_alevel[i]=1
i+=1
}
l_reqlevel=-1
l_class=2
if global.gamemode = 0 then
{
if !l_alevel[global.mission] then
{
l_colour = c_gray
for (i=0;i<=l_sectionnum;i+=1)
{
l_section[i].l_colour = c_gray
}
}
}
else
{
if global.level<l_reqlevel then
{
l_colour = c_gray
for (i=0;i<=l_sectionnum;i+=1)
{
l_section[i].l_colour = c_gray
}
}
}
Code: Select all
sprite_index=spr_Core
event_inherited();
//PROPERTIES
//Movement Properties
l_thrust=0.05
l_minthrust=0.01
l_turning=0.50
l_maxspeed=1
//Combat Properties
l_maxhp=800
l_hp=l_maxhp
l_rephp=l_hp
ai_range=2000
//Misc
l_name="Tonale"
l_size=227.78
l_iconsprite=spr_IcoHestia
//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\
//SECTIONS
var j;
j=0
l_section[j]=instance_create(-50,-20,ShipSection);
l_section[j].sprite_index=spr_Section02;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(39,-21,ShipSection);
l_section[j].sprite_index=spr_Section02;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-19,-26,ShipSection);
l_section[j].sprite_index=spr_Section01;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(13,-26,ShipSection);
l_section[j].sprite_index=spr_Section01;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-48,-6,ShipSection);
l_section[j].sprite_index=spr_Section12;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
Sorry, the code for Tonale has been messed up, probably because the length limit of post. I will post the code here.
Code: Select all
sprite_index=spr_Core
event_inherited();
//PROPERTIES
//Movement Properties
l_thrust=0.05
l_minthrust=0.01
l_turning=0.50
l_maxspeed=1
//Combat Properties
l_maxhp=800
l_hp=l_maxhp
l_rephp=l_hp
ai_range=2000
//Misc
l_name="Tonale"
l_size=227.78
l_iconsprite=spr_IcoHestia
//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\
//SECTIONS
var j;
j=0
l_section[j]=instance_create(-50,-20,ShipSection);
l_section[j].sprite_index=spr_Section02;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(39,-21,ShipSection);
l_section[j].sprite_index=spr_Section02;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-19,-26,ShipSection);
l_section[j].sprite_index=spr_Section01;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(13,-26,ShipSection);
l_section[j].sprite_index=spr_Section01;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-48,-6,ShipSection);
l_section[j].sprite_index=spr_Section12;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(49,-5,ShipSection);
l_section[j].sprite_index=spr_Section12;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-56,-70,ShipSection);
l_section[j].sprite_index=spr_Section11;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(47,-69,ShipSection);
l_section[j].sprite_index=spr_Section11;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-16,-61,ShipSection);
l_section[j].sprite_index=spr_Section05;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(7,-60,ShipSection);
l_section[j].sprite_index=spr_Section05;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-93,-38,ShipSection);
l_section[j].sprite_index=spr_Section04;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-96,-7,ShipSection);
l_section[j].sprite_index=spr_Section04;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(75,-42,ShipSection);
l_section[j].sprite_index=spr_Section05;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(85,-8,ShipSection);
l_section[j].sprite_index=spr_Section05;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-148,-46,ShipSection);
l_section[j].sprite_index=spr_Section03;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-107,-66,ShipSection);
l_section[j].sprite_index=spr_Section01;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-151,1,ShipSection);
l_section[j].sprite_index=spr_Section02;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(107,-47,ShipSection);
l_section[j].sprite_index=spr_Section16;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(121,-3,ShipSection);
l_section[j].sprite_index=spr_Section16;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-31,-89,ShipSection);
l_section[j].sprite_index=spr_Section14;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(24,-85,ShipSection);
l_section[j].sprite_index=spr_Section14;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(62,-78,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-68,-83,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-50,20,ShipSection);
l_section[j].sprite_index=spr_Section02;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(39,21,ShipSection);
l_section[j].sprite_index=spr_Section02;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-19,26,ShipSection);
l_section[j].sprite_index=spr_Section01;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(13,26,ShipSection);
l_section[j].sprite_index=spr_Section01;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-48,6,ShipSection);
l_section[j].sprite_index=spr_Section12;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(49,5,ShipSection);
l_section[j].sprite_index=spr_Section12;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-56,70,ShipSection);
l_section[j].sprite_index=spr_Section11;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(47,69,ShipSection);
l_section[j].sprite_index=spr_Section11;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-16,61,ShipSection);
l_section[j].sprite_index=spr_Section05;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(7,60,ShipSection);
l_section[j].sprite_index=spr_Section05;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-93,38,ShipSection);
l_section[j].sprite_index=spr_Section04;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-96,7,ShipSection);
l_section[j].sprite_index=spr_Section04;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(75,42,ShipSection);
l_section[j].sprite_index=spr_Section05;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(85,8,ShipSection);
l_section[j].sprite_index=spr_Section05;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-148,46,ShipSection);
l_section[j].sprite_index=spr_Section03;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-107,66,ShipSection);
l_section[j].sprite_index=spr_Section01;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-151,-1,ShipSection);
l_section[j].sprite_index=spr_Section02;
l_section[j].image_xscale=1;
l_section[j].image_yscale=1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(107,47,ShipSection);
l_section[j].sprite_index=spr_Section16;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(121,3,ShipSection);
l_section[j].sprite_index=spr_Section16;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-31,89,ShipSection);
l_section[j].sprite_index=spr_Section14;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(62,78,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(-68,83,ShipSection);
l_section[j].sprite_index=spr_Section13;
l_section[j].image_xscale=1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_section[j]=instance_create(24,85,ShipSection);
l_section[j].sprite_index=spr_Section14;
l_section[j].image_xscale=-1;
l_section[j].image_yscale=-1;l_section[j].l_colour=global.colour[0,0];
j+=1
l_sectionnum=j-1
l_maxsyshp=0
initSections();
//WEAPONS/MODULES
j=0
l_weapon[j]=instance_create(-191,-43,Blaster);
l_weapon[j].l_arcoffset=-175;
l_weapon[j].l_arcrange=160;
j+=1
l_weapon[j]=instance_create(-191,-3,Tachyon);
l_weapon[j].l_arcoffset=-180;
l_weapon[j].l_arcrange=160;
j+=1
l_weapon[j]=instance_create(-121,-93,Blaster);
l_weapon[j].l_arcoffset=-270;
l_weapon[j].l_arcrange=140;
j+=1
l_weapon[j]=instance_create(-75,-41,Pulse);
l_weapon[j].l_arcoffset=35;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-80,-59,GatPulse);
l_weapon[j].l_arcoffset=-225;
l_weapon[j].l_arcrange=135;
j+=1
l_weapon[j]=instance_create(-68,-84,Demeter);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-20,-110,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=300;
j+=1
l_weapon[j]=instance_create(8,-106,ParticleGun);
l_weapon[j].l_arcoffset=-185;
l_weapon[j].l_arcrange=300;
j+=1
l_weapon[j]=instance_create(-17,-78,Laser);
l_weapon[j].l_arcoffset=-270;
l_weapon[j].l_arcrange=120;
j+=1
l_weapon[j]=instance_create(5,-79,Laser);
l_weapon[j].l_arcoffset=-270;
l_weapon[j].l_arcrange=125;
j+=1
l_weapon[j]=instance_create(76,-94,GatBlaster);
l_weapon[j].l_arcoffset=-310;
l_weapon[j].l_arcrange=90;
j+=1
l_weapon[j]=instance_create(66,-63,ScatterBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=70;
j+=1
l_weapon[j]=instance_create(-25,-25,AegisDeflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(14,-26,Deflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(77,-62,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(93,-21,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(126,-47,PointMaser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(145,-4,PointMaser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-1,-10,Projector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-98,6,GatPulse);
l_weapon[j].l_arcoffset=-90;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(-191,43,Blaster);
l_weapon[j].l_arcoffset=175;
l_weapon[j].l_arcrange=160;
j+=1
l_weapon[j]=instance_create(-121,93,Blaster);
l_weapon[j].l_arcoffset=270;
l_weapon[j].l_arcrange=140;
j+=1
l_weapon[j]=instance_create(-75,41,Pulse);
l_weapon[j].l_arcoffset=-35;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-80,59,GatPulse);
l_weapon[j].l_arcoffset=225;
l_weapon[j].l_arcrange=135;
j+=1
l_weapon[j]=instance_create(-68,84,Demeter);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-20,110,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=300;
j+=1
l_weapon[j]=instance_create(8,106,ParticleGun);
l_weapon[j].l_arcoffset=185;
l_weapon[j].l_arcrange=300;
j+=1
l_weapon[j]=instance_create(-17,78,Laser);
l_weapon[j].l_arcoffset=270;
l_weapon[j].l_arcrange=120;
j+=1
l_weapon[j]=instance_create(5,79,Laser);
l_weapon[j].l_arcoffset=270;
l_weapon[j].l_arcrange=125;
j+=1
l_weapon[j]=instance_create(76,94,GatBlaster);
l_weapon[j].l_arcoffset=310;
l_weapon[j].l_arcrange=90;
j+=1
l_weapon[j]=instance_create(66,63,ScatterBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=70;
j+=1
l_weapon[j]=instance_create(-25,25,AegisDeflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(14,26,Deflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(77,62,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(93,21,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(126,47,PointMaser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(145,4,PointMaser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-1,10,Projector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-98,-6,GatPulse);
l_weapon[j].l_arcoffset=90;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(-191,3,Tachyon);
l_weapon[j].l_arcoffset=180;
l_weapon[j].l_arcrange=160;
j+=1
l_weapon[j]=instance_create(-1,-1,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
//Parents
l_section[2].l_child[0]=l_section[6]
l_section[2].l_childnum+=1
l_section[3].l_child[0]=l_section[7]
l_section[3].l_childnum+=1
l_section[2].l_child[1]=l_section[8]
l_section[2].l_childnum+=1
l_section[3].l_child[1]=l_section[9]
l_section[3].l_childnum+=1
l_section[0].l_child[0]=l_section[10]
l_section[0].l_childnum+=1
l_section[0].l_child[1]=l_section[11]
l_section[0].l_childnum+=1
l_section[1].l_child[0]=l_section[12]
l_section[1].l_childnum+=1
l_section[1].l_child[1]=l_section[13]
l_section[1].l_childnum+=1
l_section[10].l_child[0]=l_section[14]
l_section[10].l_childnum+=1
l_section[10].l_child[1]=l_section[15]
l_section[10].l_childnum+=1
l_section[11].l_child[0]=l_section[16]
l_section[11].l_childnum+=1
l_section[12].l_child[0]=l_section[17]
l_section[12].l_childnum+=1
l_section[13].l_child[0]=l_section[18]
l_section[13].l_childnum+=1
l_section[8].l_child[0]=l_section[19]
l_section[8].l_childnum+=1
l_section[9].l_child[0]=l_section[20]
l_section[9].l_childnum+=1
l_section[7].l_child[0]=l_section[21]
l_section[7].l_childnum+=1
l_section[14].l_child[0]=l_weapon[0]
l_section[14].l_childnum+=1
l_section[16].l_child[0]=l_weapon[1]
l_section[16].l_childnum+=1
l_section[15].l_child[0]=l_weapon[2]
l_section[15].l_childnum+=1
l_section[10].l_child[2]=l_weapon[3]
l_section[10].l_childnum+=1
l_section[6].l_child[0]=l_weapon[4]
l_section[6].l_childnum+=1
l_section[6].l_child[1]=l_section[22]
l_section[6].l_childnum+=1
l_section[22].l_child[0]=l_weapon[5]
l_section[22].l_childnum+=1
l_section[19].l_child[0]=l_weapon[6]
l_section[19].l_childnum+=1
l_section[20].l_child[0]=l_weapon[7]
l_section[20].l_childnum+=1
l_section[8].l_child[1]=l_weapon[8]
l_section[8].l_childnum+=1
l_section[9].l_child[1]=l_weapon[9]
l_section[9].l_childnum+=1
l_section[21].l_child[0]=l_weapon[10]
l_section[21].l_childnum+=1
l_section[7].l_child[1]=l_weapon[11]
l_section[7].l_childnum+=1
l_section[2].l_child[2]=l_weapon[12]
l_section[2].l_childnum+=1
l_section[3].l_child[2]=l_weapon[13]
l_section[3].l_childnum+=1
l_section[12].l_child[1]=l_weapon[14]
l_section[12].l_childnum+=1
l_section[13].l_child[1]=l_weapon[15]
l_section[13].l_childnum+=1
l_section[17].l_child[0]=l_weapon[16]
l_section[17].l_childnum+=1
l_section[18].l_child[0]=l_weapon[17]
l_section[18].l_childnum+=1
l_section[11].l_child[1]=l_weapon[19]
l_section[11].l_childnum+=1
l_section[25].l_child[0]=l_section[29]
l_section[25].l_childnum+=1
l_section[26].l_child[0]=l_section[30]
l_section[26].l_childnum+=1
l_section[25].l_child[1]=l_section[31]
l_section[25].l_childnum+=1
l_section[26].l_child[1]=l_section[32]
l_section[26].l_childnum+=1
l_section[23].l_child[0]=l_section[33]
l_section[23].l_childnum+=1
l_section[23].l_child[1]=l_section[34]
l_section[23].l_childnum+=1
l_section[24].l_child[0]=l_section[35]
l_section[24].l_childnum+=1
l_section[24].l_child[1]=l_section[36]
l_section[24].l_childnum+=1
l_section[33].l_child[0]=l_section[37]
l_section[33].l_childnum+=1
l_section[33].l_child[1]=l_section[38]
l_section[33].l_childnum+=1
l_section[34].l_child[0]=l_section[39]
l_section[34].l_childnum+=1
l_section[35].l_child[0]=l_section[40]
l_section[35].l_childnum+=1
l_section[36].l_child[0]=l_section[41]
l_section[36].l_childnum+=1
l_section[31].l_child[0]=l_section[42]
l_section[31].l_childnum+=1
l_section[30].l_child[0]=l_section[43]
l_section[30].l_childnum+=1
l_section[37].l_child[0]=l_weapon[20]
l_section[37].l_childnum+=1
l_section[38].l_child[0]=l_weapon[21]
l_section[38].l_childnum+=1
l_section[33].l_child[2]=l_weapon[22]
l_section[33].l_childnum+=1
l_section[29].l_child[0]=l_weapon[23]
l_section[29].l_childnum+=1
l_section[29].l_child[1]=l_section[44]
l_section[29].l_childnum+=1
l_section[44].l_child[0]=l_weapon[24]
l_section[44].l_childnum+=1
l_section[42].l_child[0]=l_weapon[25]
l_section[42].l_childnum+=1
l_section[45].l_child[0]=l_weapon[26]
l_section[45].l_childnum+=1
l_section[31].l_child[1]=l_weapon[27]
l_section[31].l_childnum+=1
l_section[32].l_child[0]=l_weapon[28]
l_section[32].l_childnum+=1
l_section[43].l_child[0]=l_weapon[29]
l_section[43].l_childnum+=1
l_section[30].l_child[1]=l_weapon[30]
l_section[30].l_childnum+=1
l_section[25].l_child[2]=l_weapon[31]
l_section[25].l_childnum+=1
l_section[26].l_child[2]=l_weapon[32]
l_section[26].l_childnum+=1
l_section[35].l_child[1]=l_weapon[33]
l_section[35].l_childnum+=1
l_section[36].l_child[1]=l_weapon[34]
l_section[36].l_childnum+=1
l_section[40].l_child[0]=l_weapon[35]
l_section[40].l_childnum+=1
l_section[41].l_child[0]=l_weapon[36]
l_section[41].l_childnum+=1
l_section[34].l_child[1]=l_weapon[38]
l_section[34].l_childnum+=1
l_section[39].l_child[0]=l_weapon[39]
l_section[39].l_childnum+=1
l_section[32].l_child[1]=l_section[45]
l_section[32].l_childnum+=1
//Weapon init
l_weaponnum=j-1
for (i=0;i<=l_weaponnum;i+=1)
{
l_weapon[i].l_offsetlen = point_distance(0,0,l_weapon[i].x,l_weapon[i].y)
l_weapon[i].l_offsetdir = point_direction(0,0,l_weapon[i].x,l_weapon[i].y)
l_weapon[i].l_player = l_player
l_weapon[i].l_owner = self.id
l_weapon[i].image_angle = l_weapon[i].l_arcoffset
l_maxsyshp += l_weapon[i].l_hp
l_syshp = l_maxsyshp
}
//+++++++++++++++++\\
//CHOOSESHIPS INITS\\
//+++++++++++++++++\\
if room != rm_ChooseShips then exit;
//CAREER AVAILABILITY
var i;
i=0
repeat(10)
{
l_alevel[i]=1
i+=1
}
l_reqlevel=-1
l_class=2
if global.gamemode = 0 then
{
if !l_alevel[global.mission] then
{
l_colour = c_gray
for (i=0;i<=l_sectionnum;i+=1)
{
l_section[i].l_colour = c_gray
}
}
}
else
{
if global.level<l_reqlevel then
{
l_colour = c_gray
for (i=0;i<=l_sectionnum;i+=1)
{
l_section[i].l_colour = c_gray
}
}
}
ive got a few more ship designs for pirates and the good guys. Heres Fear an amazing ship due to its long range and it can make itself completely invunrible. the Drought this ship is my favorite! it's got a good range, very well armed, and its pretty fast. it has the healing units on the back circles and the other circles hace guns. the best thing about the Drought is it's design. it' smad so you have to break sevaral componenents to get to the center. it has no point masters but has plenty of drones. you can't get to it through the sides but if you charge the front it has nothing but two gatling pulse cannons and its lasers. if you take the lasers then it has no offense to the front. now for the Madman. this is the Madman. it has two layers although the top is the only one with the guns. it has two circle platforms that hover in front of it. those platforms have gatling pulse cannons on them as well as the things comeing out of the front. it has gloun blasters on the back and 3 defense platform makers. it also two flux projectors on it so it can protect itsself and the rest in the fleet. it is an invalueble ship on the feild.
You forgot to put the code here...eastep1 wrote:ive got a few more ship designs for pirates and the good guys. Heres Fear an amazing ship due to its long range and it can make itself completely invunrible. the Drought this ship is my favorite! it's got a good range, very well armed, and its pretty fast. it has the healing units on the back circles and the other circles hace guns. the best thing about the Drought is it's design. it' smad so you have to break sevaral componenents to get to the center. it has no point masters but has plenty of drones. you can't get to it through the sides but if you charge the front it has nothing but two gatling pulse cannons and its lasers. if you take the lasers then it has no offense to the front. now for the Madman. this is the Madman. it has two layers although the top is the only one with the guns. it has two circle platforms that hover in front of it. those platforms have gatling pulse cannons on them as well as the things comeing out of the front. it has gloun blasters on the back and 3 defense platform makers. it also two flux projectors on it so it can protect itsself and the rest in the fleet. it is an invalueble ship on the feild.