Old Official Ship Ideas Topic
Moderators: th15, Moderators
-
- Lieutenant Commander
- Posts: 68
- Joined: Wed May 16, 2007 1:12 pm
- Location: U.S.A.
- Contact:
-
- Ensign
- Posts: 1
- Joined: Mon May 21, 2007 2:33 pm
Couple questions about the editor:
1.) How do you load a saved ship?
2.) How do you get saved ships in game?
3.) Is there any way to get the names/stats for the weapons/ect? Some of the sprites are pretty similar.
Anyway, played around with the editor a bit.

Class name: Nike (no not the shoe!)
Class: Patrol Craft
HP: 250
Speed: 6
Turn Speed: 4
AI Range: 325 (think I know what this does, but I'm not positive)
Description: The sister class of the Zelus, the Nike has replaced two of the gatling pulse guns with lighter particle guns. The saved tonnage from the guns has allowed the Nike to carry more armor, while still maintaining the Zelus' speed and maneuverability.

And a destroyer I'm not sure what to do with. Originally had 2 Deflectors, and 2 Lancet Beams with a particle gun. Idea was you activated the deflectors on the 2 front pieces, then moved the ship in (would be fast for a destroyer) and hit a pesky gun or subsystem with the lancet beam, then pull back out to recharge. Though I think I can come up with a better design for the ship front if I really want to take advantage of the deflectors. Trying to micro manage the both deflectors and lancet beam might be too difficult though.
1.) How do you load a saved ship?
2.) How do you get saved ships in game?
3.) Is there any way to get the names/stats for the weapons/ect? Some of the sprites are pretty similar.
Anyway, played around with the editor a bit.

Class name: Nike (no not the shoe!)
Class: Patrol Craft
HP: 250
Speed: 6
Turn Speed: 4
AI Range: 325 (think I know what this does, but I'm not positive)
Description: The sister class of the Zelus, the Nike has replaced two of the gatling pulse guns with lighter particle guns. The saved tonnage from the guns has allowed the Nike to carry more armor, while still maintaining the Zelus' speed and maneuverability.
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=250
l_hp=l_maxhp
l_rephp=l_hp
ai_range=325
//Misc
l_name="Nike"
l_size=66.67
l_iconsprite=spr_IcoHestia
//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\
//SECTIONS
var j;
j=0
l_section[j]=instance_create(15,-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(15,15,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(29,-19,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(29,19,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(11,1,GatPulse);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
//Parents
l_section[0].l_child[0]=l_weapon[0]
l_section[0].l_childnum+=1
l_section[1].l_child[0]=l_weapon[1]
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
}
}
}

And a destroyer I'm not sure what to do with. Originally had 2 Deflectors, and 2 Lancet Beams with a particle gun. Idea was you activated the deflectors on the 2 front pieces, then moved the ship in (would be fast for a destroyer) and hit a pesky gun or subsystem with the lancet beam, then pull back out to recharge. Though I think I can come up with a better design for the ship front if I really want to take advantage of the deflectors. Trying to micro manage the both deflectors and lancet beam might be too difficult though.
Currently I have 6 more designs:
1. Chartrater:

2. Guape:

3. Micro Defender:

4. Reinforcer:

5. Super Def:

6. Xonais:

1. Chartrater:

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=2.50
//Combat Properties
l_maxhp=350
l_hp=l_maxhp
l_rephp=l_hp
ai_range=480
//Misc
l_name="Chatrater"
l_size=114.49
l_iconsprite=spr_IcoHestia
//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\
//SECTIONS
var j;
j=0
l_section[j]=instance_create(-47,-15,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(-6,-25,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(20,-15,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(50,-20,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(-47,15,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(-6,25,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(20,15,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(50,20,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(75,-16,Laser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=100;
j+=1
l_weapon[j]=instance_create(-7,-40,GatPulse);
l_weapon[j].l_arcoffset=-270;
l_weapon[j].l_arcrange=135;
j+=1
l_weapon[j]=instance_create(-82,-9,ParticleGun);
l_weapon[j].l_arcoffset=-180;
l_weapon[j].l_arcrange=155;
j+=1
l_weapon[j]=instance_create(4,-13,Deflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-11,-11,Deflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(75,16,Laser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=100;
j+=1
l_weapon[j]=instance_create(-7,40,GatPulse);
l_weapon[j].l_arcoffset=270;
l_weapon[j].l_arcrange=135;
j+=1
l_weapon[j]=instance_create(-82,9,ParticleGun);
l_weapon[j].l_arcoffset=180;
l_weapon[j].l_arcrange=155;
j+=1
l_weapon[j]=instance_create(4,13,Deflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-11,11,Deflector);
l_weapon[j].l_arcoffset=0;
j+=1
//Parents
l_section[2].l_child[0]=l_section[3]
l_section[2].l_childnum+=1
l_section[3].l_child[0]=l_weapon[0]
l_section[3].l_childnum+=1
l_section[1].l_child[0]=l_weapon[1]
l_section[1].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_section[7]
l_section[6].l_childnum+=1
l_section[7].l_child[0]=l_weapon[5]
l_section[7].l_childnum+=1
l_section[5].l_child[0]=l_weapon[6]
l_section[5].l_childnum+=1
l_section[4].l_child[0]=l_weapon[7]
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=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=1.25
l_maxspeed=2.50
//Combat Properties
l_maxhp=350
l_hp=l_maxhp
l_rephp=l_hp
ai_range=350
//Misc
l_name="Guape"
l_size=103.61
l_iconsprite=spr_IcoHestia
//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\
//SECTIONS
var j;
j=0
l_section[j]=instance_create(30,-16,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,-15,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_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(18,-52,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(30,16,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(-24,15,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_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(18,52,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(55,-11,PointMaser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=75;
j+=1
l_weapon[j]=instance_create(58,-42,Tachyon);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=75;
j+=1
l_weapon[j]=instance_create(-4,-14,Laser);
l_weapon[j].l_arcoffset=-270;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(9,-65,Blaster);
l_weapon[j].l_arcoffset=-310;
l_weapon[j].l_arcrange=110;
j+=1
l_weapon[j]=instance_create(-24,-18,Projector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(55,11,PointMaser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=75;
j+=1
l_weapon[j]=instance_create(58,42,Tachyon);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=75;
j+=1
l_weapon[j]=instance_create(-4,14,Laser);
l_weapon[j].l_arcoffset=270;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(9,65,Blaster);
l_weapon[j].l_arcoffset=310;
l_weapon[j].l_arcrange=110;
j+=1
l_weapon[j]=instance_create(-24,18,Projector);
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[2].l_child[0]=l_section[3]
l_section[2].l_childnum+=1
l_section[0].l_child[0]=l_weapon[0]
l_section[0].l_childnum+=1
l_section[3].l_child[0]=l_weapon[1]
l_section[3].l_childnum+=1
l_section[3].l_child[1]=l_weapon[3]
l_section[3].l_childnum+=1
l_section[1].l_child[1]=l_weapon[4]
l_section[1].l_childnum+=1
l_section[5].l_child[0]=l_section[6]
l_section[5].l_childnum+=1
l_section[6].l_child[0]=l_section[7]
l_section[6].l_childnum+=1
l_section[4].l_child[0]=l_weapon[5]
l_section[4].l_childnum+=1
l_section[7].l_child[0]=l_weapon[6]
l_section[7].l_childnum+=1
l_section[7].l_child[1]=l_weapon[8]
l_section[7].l_childnum+=1
l_section[5].l_child[1]=l_weapon[9]
l_section[5].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=1.25
l_maxspeed=5.50
//Combat Properties
l_maxhp=150
l_hp=l_maxhp
l_rephp=l_hp
ai_range=100
//Misc
l_name="Micro Defender"
l_size=63.58
l_iconsprite=spr_IcoHestia
//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\
//SECTIONS
var j;
j=0
l_sectionnum=j-1
l_maxsyshp=0
initSections();
//WEAPONS/MODULES
j=0
l_weapon[j]=instance_create(-16,-11,ParticleGun);
l_weapon[j].l_arcoffset=-230;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(31,-6,ScatterBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(5,-12,Laser);
l_weapon[j].l_arcoffset=50;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(5,12,Laser);
l_weapon[j].l_arcoffset=-50;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(31,6,ScatterBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(-16,11,ParticleGun);
l_weapon[j].l_arcoffset=230;
l_weapon[j].l_arcrange=180;
j+=1
//Parents
//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
}
}
}

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=350
//Misc
l_name="Reinforcer"
l_size=55.35
l_iconsprite=spr_IcoHestia
//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\
//SECTIONS
var j;
j=0
l_sectionnum=j-1
l_maxsyshp=0
initSections();
//WEAPONS/MODULES
j=0
l_weapon[j]=instance_create(-17,-16,PlatformDeployer);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(16,-17,PlatformDeployer);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-17,16,PlatformDeployer);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(16,17,PlatformDeployer);
l_weapon[j].l_arcoffset=0;
j+=1
//Parents
//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
}
}
}

Code: Select all
sprite_index=spr_Core
event_inherited();
//PROPERTIES
//Movement Properties
l_thrust=0.05
l_minthrust=0.01
l_turning=0.25
l_maxspeed=1.25
//Combat Properties
l_maxhp=1000
l_hp=l_maxhp
l_rephp=l_hp
ai_range=1600
//Misc
l_name="Super Def"
l_size=201.92
l_iconsprite=spr_IcoHestia
//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\
//SECTIONS
var j;
j=0
l_section[j]=instance_create(-45,-1,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(-68,-23,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(-65,-53,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(-33,-69,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(6,-85,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(40,-61,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(83,-16,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(-84,-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(-109,-8,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(-114,-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(-114,-52,ShipSection);
l_section[j].sprite_index=spr_Section08;
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(-115,-71,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(-111,-84,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(-87,-100,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(-57,-120,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(-6,-129,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(61,-131,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(103,-111,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(130,-70,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(134,-36,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(108,-12,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(-45,1,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(-68,23,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(-65,53,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(-33,69,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(6,85,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(40,61,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(83,16,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(-84,5,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(-109,8,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(-114,32,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(-114,52,ShipSection);
l_section[j].sprite_index=spr_Section08;
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(-115,71,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(-111,84,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(-87,100,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(-57,120,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(61,131,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(103,111,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(130,70,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(134,36,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(108,12,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(-6,129,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_sectionnum=j-1
l_maxsyshp=0
initSections();
//WEAPONS/MODULES
j=0
l_weapon[j]=instance_create(135,-6,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(55,-10,ParticleGun);
l_weapon[j].l_arcoffset=-180;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(107,-132,ParticleGun);
l_weapon[j].l_arcoffset=40;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(122,-79,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(77,-145,ParticleGun);
l_weapon[j].l_arcoffset=95;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(-23,-143,ParticleGun);
l_weapon[j].l_arcoffset=85;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(-63,-134,Pulse);
l_weapon[j].l_arcoffset=-265;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(-110,-104,Pulse);
l_weapon[j].l_arcoffset=-185;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(-125,-52,Pulse);
l_weapon[j].l_arcoffset=-175;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(-124,-9,Pulse);
l_weapon[j].l_arcoffset=-180;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(12,-8,Laser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(57,-90,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(10,-48,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-41,-70,Lancet);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-67,-55,Deflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-45,-2,Deflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-15,-11,Deflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(135,6,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(55,10,ParticleGun);
l_weapon[j].l_arcoffset=180;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(107,132,ParticleGun);
l_weapon[j].l_arcoffset=-40;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(122,79,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(77,145,ParticleGun);
l_weapon[j].l_arcoffset=-95;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(-23,143,ParticleGun);
l_weapon[j].l_arcoffset=-85;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(-63,134,Pulse);
l_weapon[j].l_arcoffset=265;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(-110,104,Pulse);
l_weapon[j].l_arcoffset=185;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(-125,52,Pulse);
l_weapon[j].l_arcoffset=175;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(-124,9,Pulse);
l_weapon[j].l_arcoffset=180;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(12,8,Laser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(57,90,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(10,48,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-41,70,Lancet);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-67,55,Deflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-45,2,Deflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-15,11,Deflector);
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[2].l_child[0]=l_section[3]
l_section[2].l_childnum+=1
l_section[3].l_child[0]=l_section[4]
l_section[3].l_childnum+=1
l_section[4].l_child[0]=l_section[5]
l_section[4].l_childnum+=1
l_section[5].l_child[0]=l_section[6]
l_section[5].l_childnum+=1
l_section[0].l_child[1]=l_section[7]
l_section[0].l_childnum+=1
l_section[7].l_child[0]=l_section[8]
l_section[7].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[10].l_child[0]=l_section[11]
l_section[10].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[14].l_child[0]=l_section[15]
l_section[14].l_childnum+=1
l_section[15].l_child[0]=l_section[16]
l_section[15].l_childnum+=1
l_section[16].l_child[0]=l_section[17]
l_section[16].l_childnum+=1
l_section[17].l_child[0]=l_section[18]
l_section[17].l_childnum+=1
l_section[18].l_child[0]=l_section[19]
l_section[18].l_childnum+=1
l_section[19].l_child[0]=l_section[20]
l_section[19].l_childnum+=1
l_section[20].l_child[0]=l_weapon[0]
l_section[20].l_childnum+=1
l_section[6].l_child[0]=l_weapon[1]
l_section[6].l_childnum+=1
l_section[17].l_child[1]=l_weapon[2]
l_section[17].l_childnum+=1
l_section[18].l_child[1]=l_weapon[3]
l_section[18].l_childnum+=1
l_section[16].l_child[1]=l_weapon[4]
l_section[16].l_childnum+=1
l_section[15].l_child[1]=l_weapon[5]
l_section[15].l_childnum+=1
l_section[14].l_child[1]=l_weapon[6]
l_section[14].l_childnum+=1
l_section[13].l_child[1]=l_weapon[7]
l_section[13].l_childnum+=1
l_section[10].l_child[1]=l_weapon[8]
l_section[10].l_childnum+=1
l_section[8].l_child[1]=l_weapon[9]
l_section[8].l_childnum+=1
l_section[5].l_child[1]=l_weapon[11]
l_section[5].l_childnum+=1
l_section[5].l_child[2]=l_weapon[12]
l_section[5].l_childnum+=1
l_section[3].l_child[1]=l_weapon[13]
l_section[3].l_childnum+=1
l_section[2].l_child[1]=l_weapon[14]
l_section[2].l_childnum+=1
l_section[0].l_child[2]=l_weapon[15]
l_section[0].l_childnum+=1
l_section[21].l_child[0]=l_section[22]
l_section[21].l_childnum+=1
l_section[22].l_child[0]=l_section[23]
l_section[22].l_childnum+=1
l_section[23].l_child[0]=l_section[24]
l_section[23].l_childnum+=1
l_section[24].l_child[0]=l_section[25]
l_section[24].l_childnum+=1
l_section[25].l_child[0]=l_section[26]
l_section[25].l_childnum+=1
l_section[26].l_child[0]=l_section[27]
l_section[26].l_childnum+=1
l_section[21].l_child[1]=l_section[28]
l_section[21].l_childnum+=1
l_section[28].l_child[0]=l_section[29]
l_section[28].l_childnum+=1
l_section[29].l_child[0]=l_section[30]
l_section[29].l_childnum+=1
l_section[30].l_child[0]=l_section[31]
l_section[30].l_childnum+=1
l_section[31].l_child[0]=l_section[32]
l_section[31].l_childnum+=1
l_section[32].l_child[0]=l_section[33]
l_section[32].l_childnum+=1
l_section[33].l_child[0]=l_section[34]
l_section[33].l_childnum+=1
l_section[34].l_child[0]=l_section[35]
l_section[34].l_childnum+=1
l_section[41].l_child[0]=l_section[36]
l_section[41].l_childnum+=1
l_section[36].l_child[0]=l_section[37]
l_section[36].l_childnum+=1
l_section[37].l_child[0]=l_section[38]
l_section[37].l_childnum+=1
l_section[38].l_child[0]=l_section[39]
l_section[38].l_childnum+=1
l_section[39].l_child[0]=l_section[40]
l_section[39].l_childnum+=1
l_section[40].l_child[0]=l_weapon[17]
l_section[40].l_childnum+=1
l_section[27].l_child[0]=l_weapon[18]
l_section[27].l_childnum+=1
l_section[37].l_child[1]=l_weapon[19]
l_section[37].l_childnum+=1
l_section[38].l_child[1]=l_weapon[20]
l_section[38].l_childnum+=1
l_section[36].l_child[1]=l_weapon[21]
l_section[36].l_childnum+=1
l_section[41].l_child[1]=l_weapon[22]
l_section[41].l_childnum+=1
l_section[35].l_child[0]=l_weapon[23]
l_section[35].l_childnum+=1
l_section[34].l_child[1]=l_weapon[24]
l_section[34].l_childnum+=1
l_section[31].l_child[1]=l_weapon[25]
l_section[31].l_childnum+=1
l_section[29].l_child[1]=l_weapon[26]
l_section[29].l_childnum+=1
l_section[26].l_child[1]=l_weapon[28]
l_section[26].l_childnum+=1
l_section[26].l_child[2]=l_weapon[29]
l_section[26].l_childnum+=1
l_section[24].l_child[1]=l_weapon[30]
l_section[24].l_childnum+=1
l_section[23].l_child[1]=l_weapon[31]
l_section[23].l_childnum+=1
l_section[21].l_child[2]=l_weapon[32]
l_section[21].l_childnum+=1
l_section[35].l_child[1]=l_section[41]
l_section[35].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=1.25
//Combat Properties
l_maxhp=700
l_hp=l_maxhp
l_rephp=l_hp
ai_range=1120
//Misc
l_name="Xonais"
l_size=161.06
l_iconsprite=spr_IcoHestia
//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\
//SECTIONS
var j;
j=0
l_section[j]=instance_create(-38,-16,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(-89,-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(-63,2,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(20,-18,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(-17,-21,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(-29,-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(40,-43,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(51,-8,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(72,-4,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(103,-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(72,-31,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(-62,-44,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(-83,-55,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(11,-48,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(-5,-48,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(-99,3,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(-38,16,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(-89,20,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(-63,-2,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(20,18,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(-17,21,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(-29,50,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(40,43,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(51,8,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(72,4,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(103,9,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(72,31,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(-62,44,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(-83,55,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(11,48,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(-5,48,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(-99,-3,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(129,-4,Tachyon);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=120;
j+=1
l_weapon[j]=instance_create(85,-25,Laser);
l_weapon[j].l_arcoffset=40;
l_weapon[j].l_arcrange=140;
j+=1
l_weapon[j]=instance_create(59,-49,Laser);
l_weapon[j].l_arcoffset=45;
l_weapon[j].l_arcrange=140;
j+=1
l_weapon[j]=instance_create(-3,-29,GatPulse);
l_weapon[j].l_arcoffset=30;
l_weapon[j].l_arcrange=130;
j+=1
l_weapon[j]=instance_create(9,-31,GatPulse);
l_weapon[j].l_arcoffset=-215;
l_weapon[j].l_arcrange=130;
j+=1
l_weapon[j]=instance_create(-30,-71,ScatterBeam);
l_weapon[j].l_arcoffset=90;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(40,-63,ScatterBeam);
l_weapon[j].l_arcoffset=90;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(-102,-66,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-108,-56,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-41,-12,Demeter);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-64,-1,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-126,-13,ParticleGun);
l_weapon[j].l_arcoffset=-180;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-102,7,GatBlaster);
l_weapon[j].l_arcoffset=-90;
l_weapon[j].l_arcrange=355;
j+=1
l_weapon[j]=instance_create(-2,-10,GluonBolter);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(129,4,Tachyon);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=120;
j+=1
l_weapon[j]=instance_create(85,25,Laser);
l_weapon[j].l_arcoffset=-40;
l_weapon[j].l_arcrange=140;
j+=1
l_weapon[j]=instance_create(59,49,Laser);
l_weapon[j].l_arcoffset=-45;
l_weapon[j].l_arcrange=140;
j+=1
l_weapon[j]=instance_create(-3,29,GatPulse);
l_weapon[j].l_arcoffset=-30;
l_weapon[j].l_arcrange=130;
j+=1
l_weapon[j]=instance_create(9,31,GatPulse);
l_weapon[j].l_arcoffset=215;
l_weapon[j].l_arcrange=130;
j+=1
l_weapon[j]=instance_create(-30,71,ScatterBeam);
l_weapon[j].l_arcoffset=-90;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(40,63,ScatterBeam);
l_weapon[j].l_arcoffset=-90;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(-102,66,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-108,56,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-41,12,Demeter);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-64,1,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-126,13,ParticleGun);
l_weapon[j].l_arcoffset=180;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-102,-7,GatBlaster);
l_weapon[j].l_arcoffset=90;
l_weapon[j].l_arcrange=355;
j+=1
l_weapon[j]=instance_create(-2,10,GluonBolter);
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[0].l_child[1]=l_section[2]
l_section[0].l_childnum+=1
l_section[4].l_child[0]=l_section[5]
l_section[4].l_childnum+=1
l_section[3].l_child[0]=l_section[6]
l_section[3].l_childnum+=1
l_section[3].l_child[1]=l_section[7]
l_section[3].l_childnum+=1
l_section[7].l_child[0]=l_section[8]
l_section[7].l_childnum+=1
l_section[8].l_child[0]=l_section[9]
l_section[8].l_childnum+=1
l_section[7].l_child[1]=l_section[10]
l_section[7].l_childnum+=1
l_section[0].l_child[2]=l_section[11]
l_section[0].l_childnum+=1
l_section[11].l_child[0]=l_section[12]
l_section[11].l_childnum+=1
l_section[3].l_child[2]=l_section[13]
l_section[3].l_childnum+=1
l_section[4].l_child[1]=l_section[14]
l_section[4].l_childnum+=1
l_section[2].l_child[0]=l_section[15]
l_section[2].l_childnum+=1
l_section[9].l_child[0]=l_weapon[0]
l_section[9].l_childnum+=1
l_section[10].l_child[0]=l_weapon[1]
l_section[10].l_childnum+=1
l_section[10].l_child[1]=l_weapon[2]
l_section[10].l_childnum+=1
l_section[4].l_child[2]=l_weapon[3]
l_section[4].l_childnum+=1
l_section[3].l_child[3]=l_weapon[4]
l_section[3].l_childnum+=1
l_section[5].l_child[0]=l_weapon[5]
l_section[5].l_childnum+=1
l_section[6].l_child[0]=l_weapon[6]
l_section[6].l_childnum+=1
l_section[12].l_child[0]=l_weapon[7]
l_section[12].l_childnum+=1
l_section[12].l_child[1]=l_weapon[8]
l_section[12].l_childnum+=1
l_section[0].l_child[3]=l_weapon[9]
l_section[0].l_childnum+=1
l_section[2].l_child[1]=l_weapon[10]
l_section[2].l_childnum+=1
l_section[1].l_child[0]=l_weapon[11]
l_section[1].l_childnum+=1
l_section[15].l_child[0]=l_weapon[12]
l_section[15].l_childnum+=1
l_section[16].l_child[0]=l_section[17]
l_section[16].l_childnum+=1
l_section[16].l_child[1]=l_section[18]
l_section[16].l_childnum+=1
l_section[20].l_child[0]=l_section[21]
l_section[20].l_childnum+=1
l_section[19].l_child[0]=l_section[22]
l_section[19].l_childnum+=1
l_section[19].l_child[1]=l_section[23]
l_section[19].l_childnum+=1
l_section[23].l_child[0]=l_section[24]
l_section[23].l_childnum+=1
l_section[24].l_child[0]=l_section[25]
l_section[24].l_childnum+=1
l_section[23].l_child[1]=l_section[26]
l_section[23].l_childnum+=1
l_section[16].l_child[2]=l_section[27]
l_section[16].l_childnum+=1
l_section[27].l_child[0]=l_section[28]
l_section[27].l_childnum+=1
l_section[19].l_child[2]=l_section[29]
l_section[19].l_childnum+=1
l_section[20].l_child[1]=l_section[30]
l_section[20].l_childnum+=1
l_section[18].l_child[0]=l_section[31]
l_section[18].l_childnum+=1
l_section[25].l_child[0]=l_weapon[14]
l_section[25].l_childnum+=1
l_section[26].l_child[0]=l_weapon[15]
l_section[26].l_childnum+=1
l_section[26].l_child[1]=l_weapon[16]
l_section[26].l_childnum+=1
l_section[20].l_child[2]=l_weapon[17]
l_section[20].l_childnum+=1
l_section[19].l_child[3]=l_weapon[18]
l_section[19].l_childnum+=1
l_section[21].l_child[0]=l_weapon[19]
l_section[21].l_childnum+=1
l_section[22].l_child[0]=l_weapon[20]
l_section[22].l_childnum+=1
l_section[28].l_child[0]=l_weapon[21]
l_section[28].l_childnum+=1
l_section[28].l_child[1]=l_weapon[22]
l_section[28].l_childnum+=1
l_section[16].l_child[3]=l_weapon[23]
l_section[16].l_childnum+=1
l_section[18].l_child[1]=l_weapon[24]
l_section[18].l_childnum+=1
l_section[17].l_child[0]=l_weapon[25]
l_section[17].l_childnum+=1
l_section[31].l_child[0]=l_weapon[26]
l_section[31].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
}
}
}
I'm sorry, but if you're really serious about making ships for this game, don't make a hull and put an enourmous amount of weapons on it. 99% of all the designs I see here are crap. Please make your ships balanced. So no ships with more than 4 lasers, or 3 gluon bolters, or 2 nanomatrixes. Almost all your ships are way overpowered.
ship name: Ozone
description: Ship meant to work as a shield. Has four aegis deflectors and two particle guns
I would have posted an image, but i didn't know the ship maker couldn't load the ship again.
description: Ship meant to work as a shield. Has four aegis deflectors and two particle guns
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=2.25
//Combat Properties
l_maxhp=200
l_hp=l_maxhp
l_rephp=l_hp
ai_range=350
//Misc
l_name="Ozone"
l_size=90.69
l_iconsprite=spr_IcoHestia
//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\
//SECTIONS
var j;
j=0
l_section[j]=instance_create(16,-28,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(42,-41,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(47,-11,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(16,28,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(42,41,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(47,11,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(41,-7,PointMaser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(21,-5,AegisDeflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(41,8,PointMaser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(21,5,AegisDeflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-9,-9,AegisDeflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-9,9,AegisDeflector);
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[2].l_child[0]=l_weapon[0]
l_section[2].l_childnum+=1
l_section[3].l_child[0]=l_section[4]
l_section[3].l_childnum+=1
l_section[4].l_child[0]=l_section[5]
l_section[4].l_childnum+=1
l_section[5].l_child[0]=l_weapon[2]
l_section[5].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
}
}
}
-
- Lieutenant Commander
- Posts: 68
- Joined: Wed May 16, 2007 1:12 pm
- Location: U.S.A.
- Contact:
I like your two ships but first:Peasant Revolt wrote:Couple questions about the editor:
1.) How do you load a saved ship?
2.) How do you get saved ships in game?
3.) Is there any way to get the names/stats for the weapons/ect? Some of the sprites are pretty similar.
Anyway, played around with the editor a bit.
1. You don't. However, you can edit the text file and I suggest you edit the thrust line, which is like the first parameter.
2. You don't, unless the guy making the game puts them in. However, he is implementing a sandbox mode where you can put your own ship creations in.
3. You have to go into the game and play a Skirmish, then click on the weapons you want to know about.
For your first ship, I suggest using the small hull, instead of the normal hull, I haven't seen anyone use it and I think it would fit your ship nicely, as well as provide a smaller target. Secondly, there are three point defense turrets. You're using the weakest, I think. There is the laser one, which doesn't miss but it slower and weaker, which looks like a gun reticle. Then there is the fastest and most powerful one which looks like a small rectangle perpendicular to the barrel. It's the same PD turret on the corners of the Helios and it's the one you should use. You should use three of them while you're at it.
The second ship looks good and would make an interesting alien ship. It's hull units just need to be tightened up a bit. Anyway, I like it a lot. I came up with a lancet beam ship, I made it really weak and fast. It has just one lancet, although I accidently gave it four, and two gatling whatevers.
Name: Civilian Defender
Description/Purpose: Equipped with four Point Blasters and a Nano Matrix.
Used as a civilian vessel that protects its allied civilians from enemy weapons and drones. Uses Nano Matrix to repair allied civilians.
Speed: Either same speed or slightly faster than normal Civilian ships. Faster to better protect its allies; since civilians always move back-and-forth in the missions, its added speed would let it cover more ships at once. If the same speed, defend convoy with several well placed Defenders.
HP: Same as civilian
Turn Speed: Same as civilian
AI Range: Not sure about this, probably same as civilian

I didn't know the Speed, Turn Speed, HP, AI Range of normal civilian ships, so right now they are mostly default. If this is used, remember to change that.
Also, I can't seem to change weapon arcs, so I think that the code would need to be fixed for that as well. How do you change the weapon arcs? I read the instructions, but it dosn't seem to do anything (using +/- buttons)
Description/Purpose: Equipped with four Point Blasters and a Nano Matrix.
Used as a civilian vessel that protects its allied civilians from enemy weapons and drones. Uses Nano Matrix to repair allied civilians.
Speed: Either same speed or slightly faster than normal Civilian ships. Faster to better protect its allies; since civilians always move back-and-forth in the missions, its added speed would let it cover more ships at once. If the same speed, defend convoy with several well placed Defenders.
HP: Same as civilian
Turn Speed: Same as civilian
AI Range: Not sure about this, probably same as civilian

I didn't know the Speed, Turn Speed, HP, AI Range of normal civilian ships, so right now they are mostly default. If this is used, remember to change that.
Also, I can't seem to change weapon arcs, so I think that the code would need to be fixed for that as well. How do you change the weapon arcs? I read the instructions, but it dosn't seem to do anything (using +/- buttons)
Code: Select all
sprite_index=spr_Civilian
event_inherited();
//PROPERTIES
//Movement Properties
l_thrust=0.05
l_minthrust=0.01
l_turning=0.75
l_maxspeed=2.25
//Combat Properties
l_maxhp=200
l_hp=l_maxhp
l_rephp=l_hp
ai_range=350
//Misc
l_name="Civilian Defender"
l_size=62
l_iconsprite=spr_IcoHestia
//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\
//SECTIONS
var j;
j=0
l_section[j]=instance_create(-7,-14,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(-24,-14,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(-24,14,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(-7,14,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_sectionnum=j-1
l_maxsyshp=0
initSections();
//WEAPONS/MODULES
j=0
l_weapon[j]=instance_create(-7,-18,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-24,-18,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-24,18,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-7,18,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(10,0,NanoMatrix);
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[0].l_child[1]=l_weapon[0]
l_section[0].l_childnum+=1
l_section[0].l_child[2]=l_weapon[1]
l_section[0].l_childnum+=1
l_section[3].l_child[0]=l_weapon[4]
l_section[3].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
}
}
}
First of all, never mind what I said about weapon arcs. I figured it out 
The arcs don't need to be changed for the last one, cause I can't change arc on Point Blasters
Heres another ship idea, for a powerful Alien ship.
Name: Alien Battleship (If you got a better name, then tell me
)
Description/Purpose: The purpose of this ship is simple, devastation. Since this is an alien ship, it would be AI controlled. This being said, the deflectors are set to certain sections, as described below.
The Aegis Deflectors are used as follows; the two deflector groups of three each would shield the six forward sections (the ones with scatter beams). As for the two deflectors behind them, they would shield the two other shielding sections. In this way, you need to take out the back first, then the side, then the front.
Strengths: The forward sections are shielded, and their generators are also shielded. Strong forward attacks, both close and far. Four drones, and well covered in interception weaponry. High HP and many protective sections.
Weaknesses: Not too many weapon arcs cover the sides, and the back has no anti-ship weaponry (other than drones). Low turn rate, so the back is extremely vulnerable to beam weaponry (has good interception capabilities, so some weapons may not harm it). The ship may have good point-defence, but the side interception weapons are easily destroyed if hit (smaller and weaker sections). Also, the front of the ship has one weak point (see next paragraph), right between the two forward-middle sections. If enough firepower can be brought there and the sections behind are destroyed, than the ship's centre can be attacked.
Refer to the image for the following:
A possible change to the ship: Since this is considered an Alien Battleship, it should be quite hard to defeat. Therefore, the section piece that looks like the basis of an Alien ship (The centre, the two shield sections with three generators each) could be placed between those two forward-middle sections, covering but jutting out from the two sections behind (this section would be horizontally flipped; like when you hit the left/right button). An Aegis Deflector would be placed on the centre of the ship to defend this part, thus completely covering the front of the ship.
I didn't change this before cause I thought of it after I closed the shipmaker.
The following are subject to change for balancing:
Speed: 0.5
HP: 1000
Turn Speed: 0.25
AI Range: I still don't know what this is for exactly, so right now its still default.
If your wondering why theres yellow on this picture, read the 'A possible change to the ship' text block.


The arcs don't need to be changed for the last one, cause I can't change arc on Point Blasters
Heres another ship idea, for a powerful Alien ship.
Name: Alien Battleship (If you got a better name, then tell me

Description/Purpose: The purpose of this ship is simple, devastation. Since this is an alien ship, it would be AI controlled. This being said, the deflectors are set to certain sections, as described below.
The Aegis Deflectors are used as follows; the two deflector groups of three each would shield the six forward sections (the ones with scatter beams). As for the two deflectors behind them, they would shield the two other shielding sections. In this way, you need to take out the back first, then the side, then the front.
Strengths: The forward sections are shielded, and their generators are also shielded. Strong forward attacks, both close and far. Four drones, and well covered in interception weaponry. High HP and many protective sections.
Weaknesses: Not too many weapon arcs cover the sides, and the back has no anti-ship weaponry (other than drones). Low turn rate, so the back is extremely vulnerable to beam weaponry (has good interception capabilities, so some weapons may not harm it). The ship may have good point-defence, but the side interception weapons are easily destroyed if hit (smaller and weaker sections). Also, the front of the ship has one weak point (see next paragraph), right between the two forward-middle sections. If enough firepower can be brought there and the sections behind are destroyed, than the ship's centre can be attacked.
Refer to the image for the following:
A possible change to the ship: Since this is considered an Alien Battleship, it should be quite hard to defeat. Therefore, the section piece that looks like the basis of an Alien ship (The centre, the two shield sections with three generators each) could be placed between those two forward-middle sections, covering but jutting out from the two sections behind (this section would be horizontally flipped; like when you hit the left/right button). An Aegis Deflector would be placed on the centre of the ship to defend this part, thus completely covering the front of the ship.
I didn't change this before cause I thought of it after I closed the shipmaker.
The following are subject to change for balancing:
Speed: 0.5
HP: 1000
Turn Speed: 0.25
AI Range: I still don't know what this is for exactly, so right now its still default.
If your wondering why theres yellow on this picture, read the 'A possible change to the ship' text block.

Code: Select all
sprite_index=spr_Alien
event_inherited();
//PROPERTIES
//Movement Properties
l_thrust=0.05
l_minthrust=0.01
l_turning=0.25
l_maxspeed=0.50
//Combat Properties
l_maxhp=1000
l_hp=l_maxhp
l_rephp=l_hp
ai_range=350
//Misc
l_name="Alien Battleship"
l_size=161.65
l_iconsprite=spr_IcoHestia
//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\
//SECTIONS
var j;
j=0
l_section[j]=instance_create(-22,-20,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,-30,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(31,-13,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(-10,-46,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(21,-53,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(44,-36,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(73,-16,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,-40,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(57,-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(-30,-71,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(-27,-99,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(-27,-123,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(-45,-39,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(-56,-24,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(-56,-51,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(-58,-72,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,-77,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(-12,-67,ShipSection);
l_section[j].sprite_index=spr_Section08;
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(1,-67,ShipSection);
l_section[j].sprite_index=spr_Section08;
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,-67,ShipSection);
l_section[j].sprite_index=spr_Section08;
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(-65,-93,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(-41,-9,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(-82,-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(-22,20,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(10,30,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(31,13,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(-10,46,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(21,53,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(44,36,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(70,40,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(57,64,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(-30,71,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(-27,99,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(-27,123,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(-45,39,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(-56,24,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(-56,51,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(-58,72,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(-24,77,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(-12,67,ShipSection);
l_section[j].sprite_index=spr_Section08;
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(1,67,ShipSection);
l_section[j].sprite_index=spr_Section08;
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(16,67,ShipSection);
l_section[j].sprite_index=spr_Section08;
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(-65,93,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(-41,9,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(-82,7,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(73,16,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_sectionnum=j-1
l_maxsyshp=0
initSections();
//WEAPONS/MODULES
j=0
l_weapon[j]=instance_create(-47,-47,AegisDeflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-47,-39,AegisDeflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-47,-29,AegisDeflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-78,-6,AegisDeflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-66,-93,Demeter);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-25,-78,Demeter);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-41,-123,Tachyon);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(42,-70,ScatterBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(78,-57,ScatterBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(84,-36,ScatterBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(85,-13,ScatterBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-40,-100,Tachyon);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-58,-71,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-93,-6,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-15,-68,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-2,-68,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(13,-68,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(53,-61,Pulse);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(10,-32,Laser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-70,-52,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-70,-24,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-1,-11,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-47,47,AegisDeflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-47,39,AegisDeflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-47,29,AegisDeflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-78,6,AegisDeflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-66,93,Demeter);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-25,78,Demeter);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-41,123,Tachyon);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(42,70,ScatterBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(78,57,ScatterBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(84,36,ScatterBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(85,13,ScatterBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-40,100,Tachyon);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-58,71,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-93,6,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-15,68,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-2,68,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(13,68,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(53,61,Pulse);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=180;
j+=1
l_weapon[j]=instance_create(10,32,Laser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-70,52,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-70,24,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-1,11,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
//Parents
l_section[1].l_child[0]=l_section[2]
l_section[1].l_childnum+=1
l_section[2].l_child[0]=l_section[3]
l_section[2].l_childnum+=1
l_section[3].l_child[0]=l_section[4]
l_section[3].l_childnum+=1
l_section[4].l_child[0]=l_section[5]
l_section[4].l_childnum+=1
l_section[6].l_child[0]=l_section[7]
l_section[6].l_childnum+=1
l_section[7].l_child[0]=l_section[8]
l_section[7].l_childnum+=1
l_section[8].l_child[0]=l_section[9]
l_section[8].l_childnum+=1
l_section[10].l_child[0]=l_section[11]
l_section[10].l_childnum+=1
l_section[11].l_child[0]=l_section[12]
l_section[11].l_childnum+=1
l_section[13].l_child[0]=l_section[14]
l_section[13].l_childnum+=1
l_section[13].l_child[1]=l_section[15]
l_section[13].l_childnum+=1
l_section[15].l_child[0]=l_section[16]
l_section[15].l_childnum+=1
l_section[17].l_child[0]=l_section[18]
l_section[17].l_childnum+=1
l_section[18].l_child[0]=l_section[19]
l_section[18].l_childnum+=1
l_section[19].l_child[0]=l_section[20]
l_section[19].l_childnum+=1
l_section[20].l_child[0]=l_section[21]
l_section[20].l_childnum+=1
l_section[21].l_child[0]=l_section[22]
l_section[21].l_childnum+=1
l_section[22].l_child[0]=l_weapon[0]
l_section[22].l_childnum+=1
l_section[22].l_child[1]=l_weapon[1]
l_section[22].l_childnum+=1
l_section[22].l_child[2]=l_weapon[2]
l_section[22].l_childnum+=1
l_section[22].l_child[3]=l_weapon[3]
l_section[22].l_childnum+=1
l_section[22].l_child[4]=l_weapon[4]
l_section[22].l_childnum+=1
l_section[22].l_child[5]=l_weapon[5]
l_section[22].l_childnum+=1
l_section[22].l_child[6]=l_weapon[6]
l_section[22].l_childnum+=1
l_section[22].l_child[7]=l_weapon[7]
l_section[22].l_childnum+=1
l_section[22].l_child[8]=l_weapon[8]
l_section[22].l_childnum+=1
l_section[22].l_child[9]=l_weapon[9]
l_section[22].l_childnum+=1
l_section[22].l_child[10]=l_weapon[10]
l_section[22].l_childnum+=1
l_section[22].l_child[11]=l_weapon[11]
l_section[22].l_childnum+=1
l_section[22].l_child[12]=l_weapon[12]
l_section[22].l_childnum+=1
l_section[22].l_child[13]=l_weapon[13]
l_section[22].l_childnum+=1
l_section[22].l_child[14]=l_weapon[14]
l_section[22].l_childnum+=1
l_section[22].l_child[15]=l_weapon[15]
l_section[22].l_childnum+=1
l_section[22].l_child[16]=l_weapon[16]
l_section[22].l_childnum+=1
l_section[22].l_child[17]=l_weapon[17]
l_section[22].l_childnum+=1
l_section[22].l_child[18]=l_weapon[18]
l_section[22].l_childnum+=1
l_section[22].l_child[19]=l_weapon[19]
l_section[22].l_childnum+=1
l_section[22].l_child[20]=l_weapon[20]
l_section[22].l_childnum+=1
l_section[24].l_child[0]=l_section[25]
l_section[24].l_childnum+=1
l_section[25].l_child[0]=l_section[26]
l_section[25].l_childnum+=1
l_section[26].l_child[0]=l_section[27]
l_section[26].l_childnum+=1
l_section[27].l_child[0]=l_section[28]
l_section[27].l_childnum+=1
l_section[45].l_child[0]=l_section[29]
l_section[45].l_childnum+=1
l_section[29].l_child[0]=l_section[30]
l_section[29].l_childnum+=1
l_section[30].l_child[0]=l_section[31]
l_section[30].l_childnum+=1
l_section[32].l_child[0]=l_section[33]
l_section[32].l_childnum+=1
l_section[33].l_child[0]=l_section[34]
l_section[33].l_childnum+=1
l_section[35].l_child[0]=l_section[36]
l_section[35].l_childnum+=1
l_section[35].l_child[1]=l_section[37]
l_section[35].l_childnum+=1
l_section[37].l_child[0]=l_section[38]
l_section[37].l_childnum+=1
l_section[39].l_child[0]=l_section[40]
l_section[39].l_childnum+=1
l_section[40].l_child[0]=l_section[41]
l_section[40].l_childnum+=1
l_section[41].l_child[0]=l_section[42]
l_section[41].l_childnum+=1
l_section[42].l_child[0]=l_section[43]
l_section[42].l_childnum+=1
l_section[43].l_child[0]=l_section[44]
l_section[43].l_childnum+=1
l_section[44].l_child[0]=l_weapon[22]
l_section[44].l_childnum+=1
l_section[44].l_child[1]=l_weapon[23]
l_section[44].l_childnum+=1
l_section[44].l_child[2]=l_weapon[24]
l_section[44].l_childnum+=1
l_section[44].l_child[3]=l_weapon[25]
l_section[44].l_childnum+=1
l_section[44].l_child[4]=l_weapon[26]
l_section[44].l_childnum+=1
l_section[44].l_child[5]=l_weapon[27]
l_section[44].l_childnum+=1
l_section[44].l_child[6]=l_weapon[28]
l_section[44].l_childnum+=1
l_section[44].l_child[7]=l_weapon[29]
l_section[44].l_childnum+=1
l_section[44].l_child[8]=l_weapon[30]
l_section[44].l_childnum+=1
l_section[44].l_child[9]=l_weapon[31]
l_section[44].l_childnum+=1
l_section[44].l_child[10]=l_weapon[32]
l_section[44].l_childnum+=1
l_section[44].l_child[11]=l_weapon[33]
l_section[44].l_childnum+=1
l_section[44].l_child[12]=l_weapon[34]
l_section[44].l_childnum+=1
l_section[44].l_child[13]=l_weapon[35]
l_section[44].l_childnum+=1
l_section[44].l_child[14]=l_weapon[36]
l_section[44].l_childnum+=1
l_section[44].l_child[15]=l_weapon[37]
l_section[44].l_childnum+=1
l_section[44].l_child[16]=l_weapon[38]
l_section[44].l_childnum+=1
l_section[44].l_child[17]=l_weapon[39]
l_section[44].l_childnum+=1
l_section[44].l_child[18]=l_weapon[40]
l_section[44].l_childnum+=1
l_section[44].l_child[19]=l_weapon[41]
l_section[44].l_childnum+=1
l_section[44].l_child[20]=l_weapon[42]
l_section[44].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
}
}
}
Cronus has 6 lasers, and nanomatrixes should spelt as nanomatricesTCGamer wrote:I'm sorry, but if you're really serious about making ships for this game, don't make a hull and put an enourmous amount of weapons on it. 99% of all the designs I see here are crap. Please make your ships balanced. So no ships with more than 4 lasers, or 3 gluon bolters, or 2 nanomatrixes. Almost all your ships are way overpowered.
I could make better ship if I can test them



Chatrater: Remove 2 Deflector Device. You may need to increase its turning.
Destructor: Remove the 2 nanomatrices as well as the 2 weapons (not knowing what it is) at the back, and I do not mean the Demeters.
Guape: I think it is balanced, but actually I want to put Flux Projector, not Lancet Beam Emitter
Hover A: That would look like a battleship more, right? Change that class into battleship and decrease its speed and turning. (Battleships are slow)
Hover Revenge: Again, that would look like a battleship more. Change that class into battleship and decrease its speed and turning. (Battleships are slow)
Micro Defender: Reduce its firing arc should be fine. (Remember it does not even have any blockage)
Reinforcer: Remove 2-3 Platform Fabricator. (Again, remember it does not even have any blockage)
Sophine: Remove 2 Lancet Beam Emitter (I wanted to put the Flux Projector there!), all weaponry at the core (2 Laser guns, 4 (do not know what it is))
Station 76: Remove those nanomatrices down to 2, and actually I only want 1 Platform Fabricator, not 2.
Storm: Remove the weaponry (not knowing its name) at the corner
Super Def: Remove 2 Nanomatrices, Remove 2 Lancet Beam Emitters and replace the other 2 into Flux Projector. Remove 2 Deflector Device. Change all weapons at the outside into Point Maser, while removing half of them
Tonale: Remove some weapons at the inner part, reduce its speed and turning
Xonais: Reduce its speed and turning.
-
- Lieutenant Commander
- Posts: 68
- Joined: Wed May 16, 2007 1:12 pm
- Location: U.S.A.
- Contact:
I have created the Spartaaaaa!!!! It's description is, "Then we shall fight in the shade."

http://majordiarrhia.googlepages.com/Spartaaaaa.txt
I made an alien ship but I could't find the alien weapons, so I just used what was available. I know, the circle bits aren't placed that well. It's a hot rod of a battleship.

http://majordiarrhia.googlepages.com/AHool.txt
The Aleka. A very small defense ship that meshes well with the Zelus or even larger vesssels.
Speed 6
Thrust 0.5
Turn 4
HP 250

http://majordiarrhia.googlepages.com/Aleka.txt
I've updated my ships, mostly just names but some I completely rebuilt to fix. And I have a new one.
The picture for this one isn't up to date because the guns now face forward and the PD weapon is, I think, the maser.

http://majordiarrhia.googlepages.com/Heracles.txt

http://majordiarrhia.googlepages.com/Aclippe.txt
This one is now the Iapetos, not the Durge.

http://majordiarrhia.googlepages.com/Iapetos.txt

http://majordiarrhia.googlepages.com/Aella.txt

http://majordiarrhia.googlepages.com/Pyrrhus.txt

http://majordiarrhia.googlepages.com/Spartaaaaa.txt
I made an alien ship but I could't find the alien weapons, so I just used what was available. I know, the circle bits aren't placed that well. It's a hot rod of a battleship.

http://majordiarrhia.googlepages.com/AHool.txt
The Aleka. A very small defense ship that meshes well with the Zelus or even larger vesssels.
Speed 6
Thrust 0.5
Turn 4
HP 250

http://majordiarrhia.googlepages.com/Aleka.txt
I've updated my ships, mostly just names but some I completely rebuilt to fix. And I have a new one.
The picture for this one isn't up to date because the guns now face forward and the PD weapon is, I think, the maser.

http://majordiarrhia.googlepages.com/Heracles.txt

http://majordiarrhia.googlepages.com/Aclippe.txt
This one is now the Iapetos, not the Durge.

http://majordiarrhia.googlepages.com/Iapetos.txt
http://majordiarrhia.googlepages.com/Aella.txt
http://majordiarrhia.googlepages.com/Pyrrhus.txt
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- Lieutenant Commander
- Posts: 68
- Joined: Wed May 16, 2007 1:12 pm
- Location: U.S.A.
- Contact:
I made a few changes to my Alien Battleship.
Name: Alien Battleship
Purpose: Devastation of all opposing forces. Meant for close quarters combat. To be used as powerful enemy in Career or Skirmish.
Speed: 0.25
HP: 1000
Turn Speed: 0.25
AI Range: 500
The yellow lines on the third picture show the deflectors and their protected sections.

For more information on this ship (and the code) go the the following site
http://www.freewebs.com/battleshipsfore ... leship.htm
Name: Alien Battleship
Purpose: Devastation of all opposing forces. Meant for close quarters combat. To be used as powerful enemy in Career or Skirmish.
Speed: 0.25
HP: 1000
Turn Speed: 0.25
AI Range: 500
The yellow lines on the third picture show the deflectors and their protected sections.

For more information on this ship (and the code) go the the following site
http://www.freewebs.com/battleshipsfore ... leship.htm
-
- Lieutenant Commander
- Posts: 68
- Joined: Wed May 16, 2007 1:12 pm
- Location: U.S.A.
- Contact: