Old Official Ship Ideas Topic

Archives for ships and fleets. 'nuff said. Most of the ships here are very very old and will not work in current versions of BSF or SM. You have been warned!

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Major Diarrhia
Lieutenant Commander
Lieutenant Commander
Posts: 68
Joined: Wed May 16, 2007 1:12 pm
Location: U.S.A.
Contact:

Post by Major Diarrhia »

Here're my two ships, the Super Stallion and Heracles.

The Super Stallion.
This is an advanced version of the Hestia. Not only does it have better systems but the design is more compact making it less of a target and stronger.
Speed 2.25
Turning .75
HP 300
4 gatling turrets
3 lasers
1 laser PD
2 invincibility shields
Image
http://majordiarrhia.googlepages.com/SuperStalion.txt

The Heracles.
There are two versions, one has an extra section with the PD turret in it at the rear, and all turrets have 360 degree arcs. The other has one less section, the PD turret at the bow on the central section, and limited weapon arcs.
Speed 6
Turning 4
HP 250
4 gatling turrets
1 PD turret.
Image
http://majordiarrhia.googlepages.com/Heracles01.txt

Image
http://majordiarrhia.googlepages.com/Heracles02.txt
Wolfius
Ensign
Ensign
Posts: 1
Joined: Thu May 17, 2007 8:22 am

Post by Wolfius »

Image

A Quasi-Hestia Upgrade

Parenting goof on the wings in that pic - here's the code for the corrected version.

Also wanted to put point-beams on the wings, but that'd probally be over doing it.

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=300
l_hp=l_maxhp
l_rephp=l_hp
ai_range=350

//Misc
l_name="Hestia Foxtrot"
l_size=109.99
l_iconsprite=spr_IcoHestia

//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\


//SECTIONS
var j;
j=0
l_section[j]=instance_create(23,-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(35,-36,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(-26,-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(-51,-59,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(23,15,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(35,36,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(-26,24,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(48,0,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(-46,0,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(-51,58,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(40,-21,Blaster);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=90;
j+=1
l_weapon[j]=instance_create(-32,-45,Laser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=75;
j+=1
l_weapon[j]=instance_create(17,-36,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(40,20,Blaster);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=90;
j+=1
l_weapon[j]=instance_create(17,36,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(28,0,Blaster);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=90;
j+=1
l_weapon[j]=instance_create(-40,0,Lancet);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-17,0,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-33,42,Laser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=75;
j+=1

//Parents
l_section[0].l_child[0]=l_section[1]
l_section[0].l_childnum+=1
l_section[2].l_child[0]=l_section[3]
l_section[2].l_childnum+=1
l_section[0].l_child[1]=l_weapon[0]
l_section[0].l_childnum+=1
l_section[2].l_child[1]=l_weapon[1]
l_section[2].l_childnum+=1
l_section[1].l_child[0]=l_weapon[2]
l_section[1].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_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[8].l_child[0]=l_weapon[6]
l_section[8].l_childnum+=1
l_section[6].l_child[0]=l_section[9]
l_section[6].l_childnum+=1
l_section[6].l_child[1]=l_weapon[8]
l_section[6].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
           }
          }
       }
TCGamer
Ensign
Ensign
Posts: 7
Joined: Thu May 17, 2007 8:35 pm

Post by TCGamer »

I added the (working) code files in a post on the second page and here:
apollo file
arcas alpha file
atalante file
gaia battlestation file
io defense platform file
oeranos file
tantalos file

I have 7 new ideas for ships. 2 which consists out of parts of existing ships.

Oeranos Battleship
Class: Battleships
Turning: 0.50
Speed: 0.75
HP: 1000
AI range: don't know
Description: Based on the hull of a Cronus battlleship, the Oeranos Battleship is more defensive, with 2 laser beams taken away, and only 2 gattling pulses and scatterbeams, it can still take out most of the ships. With 2 Aegis deflectors and a nanomatrix, it can repair itself very quickly.
Weakness: It can't fire backwards, and it doesn't have too much firepower.

code file

Image


Arcas Alpha
Class: Battleships
Turning: 0.25
Speed: 0.75
HP: 1000
AI range: don't know
Description: With two demeter launchers taken away, and 6 tachyon guns added, this is more of a offensive ship than a defensive. Only 2 point masers are present which makes it more vulnerable to enemy clipbased fire.
Weakness: The tachyon bolts and demeters can easily be intercepted by enemy turrets, so keep it out of fights with interceptor based ships.

code file

Image


Apollo
Class: Destroyers
Turning: 2.50
Speed: 4.50
HP: 200
AI range: don't know
Description: A smaller version of the Arcas Carrier. It doesn't have much offensive capabilities, only 2 blaster turrets and 1 defensive point beam. Best used for long range missions.
Weakness: Watch out for direct fights, with only 1 interceptor it can be severely damaged.

code file

Image


Atalante
Class: Destroyers
Turning: 1.00
Speed: 2.00
HP: 600
Description: Armed with 4 laser beams, 2 on each side it can attack two ships at once. With a normal deflector and a lancet beam it also has the power to take out enemy modules or weapons.
Weakness: When being attacked from the side, this ship will be destroyed in seconds, the 2 particle guns will make no difference.

code file

Image


Tantalos
Class: Destroyer
Turning: 0.50
Speed: 2.50
HP: 350
AI range: don't know
Description: The Tantalos destroyer has massive firepower to the front, and can be used as a long range beamer. The 4 scatterbeams to the sides helps when it gets attacked at close range.
Weakness: The large open structure and the two arms, make that it can be destroyed very easily. A few hits on the fore arms and the ship is useless, unless as cannon fodder.

code file

Image


Io Defense Platform
Class: Destroyers
Turning: 0.25
Speed 0.25
HP: 500
AI range: don't know
Description: The Io Defense Platform, is a compact vessel armed for short range fights, and it should be mostly used as a defender to be placed in front of important ships.
Weakness: No long range support.

code file

Image


Gaia Battlestation
Class: battleships
Turning: 0.25
Speed: 0.25
HP: 1000
AI range: don't know
Description: Being the strongest, biggest and largest ship, the Gaia Battlestation has massive firepower, no side of it is unprotected, it can take out any ship in a matter of seconds.
Weakness: Abysmal speed and turning (however, turning is not even needed for this monster)

You should probably use this for the enemy spacestation in the last mission :)

code file

Image

I hope you will add at least one of these ships. Ofcourse, you need to specify the AI range (because I've no idea what a good range is), and alter the HP. I did my best to make them as balanced as possible (except the Gaia Battlestation, I just added a lot of weapons to it).

-- TC
Last edited by TCGamer on Sat May 19, 2007 4:07 am, edited 2 times in total.
Game_boy
Moderator
Posts: 83
Joined: Sun May 13, 2007 9:20 pm
Location: United Kingdom

Post by Game_boy »

The Arcas modification looks good, though I think it should have a different module... Perhaps the Nanomatrix as it fits the 'carrier' theme and maybe a couple of the Tachyon Cannons should be replaced - a little too powerful.
[b]Ubuntu. Linux for human beings.[/b]
Major Diarrhia
Lieutenant Commander
Lieutenant Commander
Posts: 68
Joined: Wed May 16, 2007 1:12 pm
Location: U.S.A.
Contact:

Post by Major Diarrhia »

I'm not a fan of the drones, they're cool but they don't fit with the theme of the game, that being battleships. It introduces a fighter element where it shouldn't really be possible. Instead of fighter drones, I think it should be a type of very smart, heavy, missile that will move as a group, take evasive maneuvers, and take a hit or two. To top it off, they could be a MIRV, of sorts, the drones can detonate when they get just outside of their target's PD range, if the target has PD, and burst into a swarm of Gluon Bolter like missile bolts in order to overwhelm the PD. The bolts would equal the total damage of an intact drone.

Another style of drone, or feature, could be to arm the drone, just as they are now. However, instead of circling and swarming enemy ships, they would use their drone laser only as they pass enemy targets. Over all, they would be much more balistic and any maneuvering would be limited to minor but rapid left/right movements. In fact, they could be made to accelerate the entire way to the target, so that once they are there they are moving at an extremely high velocity. That would be far more missile like and realistic.
Major Diarrhia
Lieutenant Commander
Lieutenant Commander
Posts: 68
Joined: Wed May 16, 2007 1:12 pm
Location: U.S.A.
Contact:

Post by Major Diarrhia »

Here is the Durge Class anti-system patrol boat. It has an anti-system cannon and two of those short range rapid fire cannon that I like so much. This ship is meant to stay far away from other ships though, since it's so weak and it has such a long range weapon. But it is very fast and maneuverable so it can stay away pretty easily. Those two rapid cannon are good if something small does happen to come in close, or if you're feeling lucky, or desperate, and want an emergency flanking maneuver.

Over all, this ship is about hitting the things normal ships can't hit and being sneaky. Actually, I think it should be called Hector.
Image
http://majordiarrhia.googlepages.com/Durge.txt
eastep1
Ensign
Ensign
Posts: 4
Joined: Wed May 16, 2007 1:33 am

Post by eastep1 »

okay i've got a Hestia Gunner. this is what it looks like Image Image it's got a bunch of the things that shoot a bunch of bullets. it should have low health and a good range. the problem with it is that if you shot the square thingin the back it's main weapons are gone.
LordChaos
Ensign
Ensign
Posts: 3
Joined: Mon May 14, 2007 4:31 am
Contact:

Post by LordChaos »

Archer class Support Frigate.

lightly built and lightly (conventionaly) armed, the Archer Support Frigate packs it's punch in specialty modules. 2 Gluon Bolters and 1 Lancet Beam are it's primary weapon systems. A single single Blaster for those moments when everything seems to fall in the toilet and a pair of Gatling Pulses for defense rounds out theis vessels equipment.

Obviously, not ment to stand in the line of battle, but more of a stand back and support the front line guys.

(and yes, I purposely left it exposed to frontal fire..)

Image

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

//Combat Properties
l_maxhp=250
l_hp=l_maxhp
l_rephp=l_hp
ai_range=350

//Misc
l_name="Archer"
l_size=102.94
l_iconsprite=spr_IcoHestia

//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\


//SECTIONS
var j;
j=0
l_section[j]=instance_create(-8,-27,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(-38,-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(-11,-48,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(29,-18,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(-8,27,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(-38,25,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(-11,48,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(29,18,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(-54,-46,GatPulse);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-8,-29,GluonBolter);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-24,-1,Booster);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(19,0,Blaster);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=30;
j+=1
l_weapon[j]=instance_create(-24,1,Booster);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(19,0,Blaster);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=30;
j+=1
l_weapon[j]=instance_create(-54,46,GatPulse);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-8,29,GluonBolter);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-24,1,Booster);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(19,0,Blaster);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=30;
j+=1
l_weapon[j]=instance_create(-24,-1,Booster);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(19,0,Blaster);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=30;
j+=1

//Parents
l_section[0].l_child[0]=l_section[2]
l_section[0].l_childnum+=1
l_section[1].l_child[0]=l_weapon[0]
l_section[1].l_childnum+=1
l_section[0].l_child[1]=l_weapon[1]
l_section[0].l_childnum+=1
l_section[4].l_child[0]=l_section[6]
l_section[4].l_childnum+=1
l_section[5].l_child[0]=l_weapon[6]
l_section[5].l_childnum+=1
l_section[4].l_child[1]=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
           }
          }
       }
Kerrus
Ensign
Ensign
Posts: 8
Joined: Fri May 18, 2007 10:02 pm

Post by Kerrus »

The Atlas Class Battleship. Designed with a withering forward firing arc, a fair bit of speed, and decent interception capability, the Alas is nevertheless susceptable to pincer attacks (point of fact, those two edges on the sides of the main hull, if destroyed, detooth her rather nicely. Of course, she won't be out of the fight yet, no)

Image

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=3

//Combat Properties
l_maxhp=700
l_hp=l_maxhp
l_rephp=l_hp
ai_range=350

//Misc
l_name="Atlas"
l_size=338.04
l_iconsprite=spr_IcoHestia

//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\


//SECTIONS
var j;
j=0
l_section[j]=instance_create(31,-30,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(-21,-29,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(-41,-47,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(-50,-37,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(-62,-22,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(-10,-70,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(40,-53,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(81,-37,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(124,-21,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(157,-9,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(101,-8,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(56,-5,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(-45,-19,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(-82,-4,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(-104,-7,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(-126,-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(-145,-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(-125,-2,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(-147,-29,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(-160,-53,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(-133,-86,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(-117,-86,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(-102,-85,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(-148,-86,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(-164,-85,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(-179,-86,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(-193,-86,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(-207,-86,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(-222,-86,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(-238,-86,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(-269,-88,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(-270,-72,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(-133,-50,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(-83,-86,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(-167,-8,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(31,30,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(-21,29,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(-41,47,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(-50,37,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(-62,22,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(-10,70,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(40,53,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(81,37,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(124,21,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(157,9,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(101,8,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(71,16,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(56,5,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(-45,19,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(-82,4,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(-104,7,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(-126,9,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(-145,11,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(-125,2,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(-147,29,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(-154,54,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(-133,86,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(-117,86,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(-102,85,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(-164,85,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(-179,86,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(-193,86,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(-207,86,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(-222,86,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(-238,86,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(-269,88,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(-270,72,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(-133,50,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(-83,86,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(-167,8,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(-148,86,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(71,-16,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(-93,-95,GatPulse);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=175;
j+=1
l_weapon[j]=instance_create(-57,-80,GatPulse);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=170;
j+=1
l_weapon[j]=instance_create(14,-53,Laser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(33,-38,Laser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(52,-25,Laser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(132,-2,Laser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(108,-11,Laser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(83,-20,Laser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-294,-85,PointBeam);
l_weapon[j].l_arcoffset=185;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-249,-63,PointBeam);
l_weapon[j].l_arcoffset=-175;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-149,-97,PointBeam);
l_weapon[j].l_arcoffset=65;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-147,-80,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(62,-50,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(104,-36,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(82,-46,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-198,-1,ParticleGun);
l_weapon[j].l_arcoffset=170;
l_weapon[j].l_arcrange=105;
j+=1
l_weapon[j]=instance_create(192,-2,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=155;
j+=1
l_weapon[j]=instance_create(171,-11,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=160;
j+=1
l_weapon[j]=instance_create(-93,95,GatPulse);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=175;
j+=1
l_weapon[j]=instance_create(-57,80,GatPulse);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=170;
j+=1
l_weapon[j]=instance_create(14,53,Laser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(33,38,Laser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(52,25,Laser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(132,2,Laser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(108,11,Laser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(83,20,Laser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-294,85,PointBeam);
l_weapon[j].l_arcoffset=-185;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-249,63,PointBeam);
l_weapon[j].l_arcoffset=175;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-149,97,PointBeam);
l_weapon[j].l_arcoffset=-65;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(62,50,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(104,36,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(82,46,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-198,1,ParticleGun);
l_weapon[j].l_arcoffset=-170;
l_weapon[j].l_arcrange=105;
j+=1
l_weapon[j]=instance_create(192,2,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=155;
j+=1
l_weapon[j]=instance_create(171,11,ParticleGun);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=160;
j+=1
l_weapon[j]=instance_create(-147,80,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
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[0].l_child[1]=l_section[5]
l_section[0].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[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[71].l_child[0]=l_section[11]
l_section[71].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_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[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[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[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[19].l_child[2]=l_section[32]
l_section[19].l_childnum+=1
l_section[22].l_child[0]=l_section[33]
l_section[22].l_childnum+=1
l_section[33].l_child[0]=l_weapon[0]
l_section[33].l_childnum+=1
l_section[33].l_child[1]=l_weapon[1]
l_section[33].l_childnum+=1
l_section[0].l_child[2]=l_weapon[2]
l_section[0].l_childnum+=1
l_section[0].l_child[3]=l_weapon[3]
l_section[0].l_childnum+=1
l_section[0].l_child[4]=l_weapon[4]
l_section[0].l_childnum+=1
l_section[10].l_child[0]=l_weapon[5]
l_section[10].l_childnum+=1
l_section[10].l_child[1]=l_weapon[6]
l_section[10].l_childnum+=1
l_section[10].l_child[2]=l_weapon[7]
l_section[10].l_childnum+=1
l_section[31].l_child[0]=l_weapon[8]
l_section[31].l_childnum+=1
l_section[31].l_child[1]=l_weapon[9]
l_section[31].l_childnum+=1
l_section[23].l_child[1]=l_weapon[10]
l_section[23].l_childnum+=1
l_section[23].l_child[2]=l_weapon[11]
l_section[23].l_childnum+=1
l_section[7].l_child[1]=l_weapon[12]
l_section[7].l_childnum+=1
l_section[7].l_child[2]=l_weapon[13]
l_section[7].l_childnum+=1
l_section[7].l_child[3]=l_weapon[14]
l_section[7].l_childnum+=1
l_section[16].l_child[1]=l_section[34]
l_section[16].l_childnum+=1
l_section[34].l_child[0]=l_weapon[15]
l_section[34].l_childnum+=1
l_section[9].l_child[1]=l_weapon[16]
l_section[9].l_childnum+=1
l_section[9].l_child[2]=l_weapon[17]
l_section[9].l_childnum+=1
l_section[35].l_child[0]=l_section[36]
l_section[35].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[35].l_child[1]=l_section[40]
l_section[35].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_section[45]
l_section[44].l_childnum+=1
l_section[45].l_child[0]=l_section[46]
l_section[45].l_childnum+=1
l_section[46].l_child[0]=l_section[47]
l_section[46].l_childnum+=1
l_section[48].l_child[0]=l_section[49]
l_section[48].l_childnum+=1
l_section[49].l_child[0]=l_section[50]
l_section[49].l_childnum+=1
l_section[50].l_child[0]=l_section[51]
l_section[50].l_childnum+=1
l_section[51].l_child[0]=l_section[52]
l_section[51].l_childnum+=1
l_section[52].l_child[0]=l_section[53]
l_section[52].l_childnum+=1
l_section[53].l_child[0]=l_section[54]
l_section[53].l_childnum+=1
l_section[54].l_child[0]=l_section[55]
l_section[54].l_childnum+=1
l_section[55].l_child[0]=l_section[56]
l_section[55].l_childnum+=1
l_section[56].l_child[0]=l_section[57]
l_section[56].l_childnum+=1
l_section[57].l_child[0]=l_section[58]
l_section[57].l_childnum+=1
l_section[59].l_child[0]=l_section[60]
l_section[59].l_childnum+=1
l_section[60].l_child[0]=l_section[61]
l_section[60].l_childnum+=1
l_section[61].l_child[0]=l_section[62]
l_section[61].l_childnum+=1
l_section[62].l_child[0]=l_section[63]
l_section[62].l_childnum+=1
l_section[63].l_child[0]=l_section[64]
l_section[63].l_childnum+=1
l_section[64].l_child[0]=l_section[65]
l_section[64].l_childnum+=1
l_section[65].l_child[0]=l_section[66]
l_section[65].l_childnum+=1
l_section[55].l_child[1]=l_section[67]
l_section[55].l_childnum+=1
l_section[58].l_child[0]=l_section[68]
l_section[58].l_childnum+=1
l_section[68].l_child[0]=l_weapon[18]
l_section[68].l_childnum+=1
l_section[68].l_child[1]=l_weapon[19]
l_section[68].l_childnum+=1
l_section[35].l_child[2]=l_weapon[20]
l_section[35].l_childnum+=1
l_section[35].l_child[3]=l_weapon[21]
l_section[35].l_childnum+=1
l_section[35].l_child[4]=l_weapon[22]
l_section[35].l_childnum+=1
l_section[45].l_child[1]=l_weapon[23]
l_section[45].l_childnum+=1
l_section[45].l_child[2]=l_weapon[24]
l_section[45].l_childnum+=1
l_section[45].l_child[3]=l_weapon[25]
l_section[45].l_childnum+=1
l_section[66].l_child[0]=l_weapon[26]
l_section[66].l_childnum+=1
l_section[66].l_child[1]=l_weapon[27]
l_section[66].l_childnum+=1
l_section[42].l_child[1]=l_weapon[29]
l_section[42].l_childnum+=1
l_section[42].l_child[2]=l_weapon[30]
l_section[42].l_childnum+=1
l_section[42].l_child[3]=l_weapon[31]
l_section[42].l_childnum+=1
l_section[52].l_child[1]=l_section[69]
l_section[52].l_childnum+=1
l_section[69].l_child[0]=l_weapon[32]
l_section[69].l_childnum+=1
l_section[44].l_child[1]=l_weapon[33]
l_section[44].l_childnum+=1
l_section[44].l_child[2]=l_weapon[34]
l_section[44].l_childnum+=1
l_section[55].l_child[2]=l_section[70]
l_section[55].l_childnum+=1
l_section[70].l_child[0]=l_weapon[35]
l_section[70].l_childnum+=1
l_section[10].l_child[3]=l_section[71]
l_section[10].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
           }
          }
       }
Game_boy
Moderator
Posts: 83
Joined: Sun May 13, 2007 9:20 pm
Location: United Kingdom

Post by Game_boy »

Kerrus: Uh... that's supposed to be a battleship? The absolute most powerful ship in the class already is the Hecate and that's with serious speed and HP issues. Therefore your ship and anything else bigger than a Hecate will never be chosen because they're so overpowered.

For the rest of you, don't just take an old design and add 120 weapons until it's ridiculous. Think: If I had a Cronus, and I was facing my designed ship, would it be a fair fight?
[b]Ubuntu. Linux for human beings.[/b]
Kerrus
Ensign
Ensign
Posts: 8
Joined: Fri May 18, 2007 10:02 pm

Post by Kerrus »

It's an exploration in ship design. And it has a serious weakness. You take out any of the outlying bits on the front and that entire half of the ship vanishes. it's also slow to turn, and the AI doesn't seem to pick up on enemies well (probably because of the size and ranges, I think the ship might be larger then the AI range)

If there were a dreadnought ship class, I would have chosen that. Also, it's weak against lancet beams and gluon bolters.

Also, it's fun watching it face off against the other ships. It's too bad there's no pirate ships with Gluon Bolters. I shall have to rectify that issue.
Last edited by Kerrus on Sat May 19, 2007 3:08 am, edited 1 time in total.
MJ12 Commando
Ensign
Ensign
Posts: 1
Joined: Sat May 19, 2007 3:03 am

Post by MJ12 Commando »

The Arclight Fast Battleship. Designed for close range castration of heavier combatants, it combines the speed and turning ability of a destroyer with the survivability of a battleship. However, as such, it's a significantly less durable ship, and depends a lot on its active point defenses to get close enough to use its batteries of pulse guns to full effect. But if it gets in close... it's virtually guaranteed to annihilate the enemy.

It has good active point defense, with four PD turrets and two PD Beams, but it has amazingly poor range. Get it in close, though, and not much will save you from it turning your ships into metal confetti. And if you play it right, you will get in close.

I forgot to save a picture, sadly. But it's armed with 3 gatling pulse guns, two point masers, two particle guns, a pair of point beams, and four pulse guns. It has zero offense save at near point-blank range (and hence the AI range is short enough so it can hang right next to someone and shoot 'em up with its close in weapons).

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=450
l_hp=l_maxhp
l_rephp=l_hp
ai_range=250

//Misc
l_name="Arclight"
l_size=136.81
l_iconsprite=spr_IcoHestia

//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\


//SECTIONS
var j;
j=0
l_section[j]=instance_create(41,-18,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(-27,-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(-65,-34,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(-65,-11,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(-78,-11,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(-104,-13,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(-69,-59,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(42,17,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(-27,28,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(-65,34,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(-65,11,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(-78,11,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(-103,14,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(-68,60,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(8,-31,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(11,30,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(-42,0,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(75,-11,GatPulse);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(75,9,GatPulse);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-23,1,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-70,-72,PointMaser);
l_weapon[j].l_arcoffset=85;
l_weapon[j].l_arcrange=270;
j+=1
l_weapon[j]=instance_create(-72,71,PointMaser);
l_weapon[j].l_arcoffset=-90;
l_weapon[j].l_arcrange=270;
j+=1
l_weapon[j]=instance_create(-42,1,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-42,-51,Pulse);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=120;
j+=1
l_weapon[j]=instance_create(-43,51,Pulse);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=90;
j+=1
l_weapon[j]=instance_create(-94,37,ParticleGun);
l_weapon[j].l_arcoffset=170;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-95,-36,ParticleGun);
l_weapon[j].l_arcoffset=175;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(25,1,GatPulse);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-13,43,Pulse);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=85;
j+=1
l_weapon[j]=instance_create(-18,-46,Pulse);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=90;
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[2].l_child[1]=l_section[4]
l_section[2].l_childnum+=1
l_section[4].l_child[0]=l_section[5]
l_section[4].l_childnum+=1
l_section[2].l_child[2]=l_section[6]
l_section[2].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[9].l_child[1]=l_section[11]
l_section[9].l_childnum+=1
l_section[11].l_child[0]=l_section[12]
l_section[11].l_childnum+=1
l_section[9].l_child[2]=l_section[13]
l_section[9].l_childnum+=1
l_section[0].l_child[0]=l_section[14]
l_section[0].l_childnum+=1
l_section[7].l_child[0]=l_section[15]
l_section[7].l_childnum+=1
l_section[0].l_child[1]=l_weapon[0]
l_section[0].l_childnum+=1
l_section[7].l_child[1]=l_weapon[1]
l_section[7].l_childnum+=1
l_section[6].l_child[0]=l_weapon[3]
l_section[6].l_childnum+=1
l_section[13].l_child[0]=l_weapon[4]
l_section[13].l_childnum+=1
l_section[16].l_child[0]=l_weapon[5]
l_section[16].l_childnum+=1
l_section[1].l_child[1]=l_weapon[6]
l_section[1].l_childnum+=1
l_section[8].l_child[1]=l_weapon[7]
l_section[8].l_childnum+=1
l_section[12].l_child[0]=l_weapon[8]
l_section[12].l_childnum+=1
l_section[5].l_child[0]=l_weapon[9]
l_section[5].l_childnum+=1
l_section[15].l_child[0]=l_weapon[11]
l_section[15].l_childnum+=1
l_section[14].l_child[0]=l_weapon[12]
l_section[14].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
           }
          }
       }
Kerrus
Ensign
Ensign
Posts: 8
Joined: Fri May 18, 2007 10:02 pm

Post by Kerrus »

the Damocles, a Pirate BattleCarrier. Designed to repair other ships and hold it's own in battle, the hull is designed with redundancies and decent PD, however it is vunerable to attacks from the rear. However, it turns rather fast.

Felt the Pirates needed something to keep up with all these awesome ships.

Image

Code: Select all

sprite_index=spr_Pirate
event_inherited();
//PROPERTIES
//Movement Properties
l_thrust=0.05
l_minthrust=0.01
l_turning=2.25
l_maxspeed=2

//Combat Properties
l_maxhp=850
l_hp=l_maxhp
l_rephp=l_hp
ai_range=350

//Misc
l_name="Damocles"
l_size=149.55
l_iconsprite=spr_IcoHestia

//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\


//SECTIONS
var j;
j=0
l_section[j]=instance_create(26,-22,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(-3,-40,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(26,-59,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(-3,-77,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(4,-97,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(35,-73,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(50,-31,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(59,-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(-4,-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(-4,-63,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(-17,-78,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(-44,-109,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(26,22,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(-3,40,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(26,59,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(-3,77,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(4,97,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(35,73,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(50,31,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(59,11,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(-4,21,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(-4,63,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(-17,78,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(-44,109,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(15,-9,ScatterBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-8,-10,ScatterBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=160;
j+=1
l_weapon[j]=instance_create(48,-48,PointMaser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(59,-42,PointMaser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(65,-27,PointMaser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(0,-116,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(22,-100,Tachyon);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=185;
j+=1
l_weapon[j]=instance_create(-16,-31,Tachyon);
l_weapon[j].l_arcoffset=180;
l_weapon[j].l_arcrange=250;
j+=1
l_weapon[j]=instance_create(-14,-49,Tachyon);
l_weapon[j].l_arcoffset=180;
l_weapon[j].l_arcrange=235;
j+=1
l_weapon[j]=instance_create(7,-40,Laser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=140;
j+=1
l_weapon[j]=instance_create(-26,-108,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-16,-1,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(24,2,GatBlaster);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(15,9,ScatterBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-8,10,ScatterBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=160;
j+=1
l_weapon[j]=instance_create(48,48,PointMaser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(59,42,PointMaser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(65,27,PointMaser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(0,116,PointBeam);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(-16,31,Tachyon);
l_weapon[j].l_arcoffset=-180;
l_weapon[j].l_arcrange=250;
j+=1
l_weapon[j]=instance_create(-14,49,Tachyon);
l_weapon[j].l_arcoffset=-180;
l_weapon[j].l_arcrange=235;
j+=1
l_weapon[j]=instance_create(7,40,Laser);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=140;
j+=1
l_weapon[j]=instance_create(-26,108,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-16,1,NanoMatrix);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(24,-2,GatBlaster);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=45;
j+=1
l_weapon[j]=instance_create(22,100,Tachyon);
l_weapon[j].l_arcoffset=0;
l_weapon[j].l_arcrange=185;
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[6].l_child[0]=l_section[7]
l_section[6].l_childnum+=1
l_section[7].l_child[0]=l_weapon[2]
l_section[7].l_childnum+=1
l_section[7].l_child[1]=l_weapon[3]
l_section[7].l_childnum+=1
l_section[7].l_child[2]=l_weapon[4]
l_section[7].l_childnum+=1
l_section[4].l_child[1]=l_weapon[5]
l_section[4].l_childnum+=1
l_section[4].l_child[2]=l_weapon[6]
l_section[4].l_childnum+=1
l_section[1].l_child[1]=l_weapon[7]
l_section[1].l_childnum+=1
l_section[1].l_child[2]=l_weapon[8]
l_section[1].l_childnum+=1
l_section[1].l_child[3]=l_weapon[9]
l_section[1].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_weapon[10]
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_weapon[15]
l_section[19].l_childnum+=1
l_section[19].l_child[1]=l_weapon[16]
l_section[19].l_childnum+=1
l_section[19].l_child[2]=l_weapon[17]
l_section[19].l_childnum+=1
l_section[16].l_child[1]=l_weapon[18]
l_section[16].l_childnum+=1
l_section[13].l_child[1]=l_weapon[19]
l_section[13].l_childnum+=1
l_section[13].l_child[2]=l_weapon[20]
l_section[13].l_childnum+=1
l_section[13].l_child[3]=l_weapon[21]
l_section[13].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_section[23]
l_section[22].l_childnum+=1
l_section[23].l_child[0]=l_weapon[22]
l_section[23].l_childnum+=1
l_section[16].l_child[2]=l_weapon[25]
l_section[16].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
           }
          }
       }
Game_boy
Moderator
Posts: 83
Joined: Sun May 13, 2007 9:20 pm
Location: United Kingdom

Post by Game_boy »

Now you're just being silly.
[b]Ubuntu. Linux for human beings.[/b]
Kerrus
Ensign
Ensign
Posts: 8
Joined: Fri May 18, 2007 10:02 pm

Post by Kerrus »

I actually hadn't meant to be.

In any case, here's an experiment of a pirate ship. The Terminal class Platform Controller. (story text begin) With no weapons of her own, the Terminal is accompanied by 8 drone platforms that are oriented around her hull. She can project her deflector field to any two of those, but suffers from very low health as space normally taken up by armour is filled with sensitive control, relay, and command electronics.


Image

Code: Select all

sprite_index=spr_Pirate
event_inherited();
//PROPERTIES
//Movement Properties
l_thrust=0.05
l_minthrust=0.01
l_turning=0.75
l_maxspeed=3

//Combat Properties
l_maxhp=200
l_hp=l_maxhp
l_rephp=l_hp
ai_range=500

//Misc
l_name="Terminal"
l_size=150.09
l_iconsprite=spr_IcoHestia

//++++++++++++\\
//SHIP SYSTEMS\\
//++++++++++++\\


//SECTIONS
var j;
j=0
l_section[j]=instance_create(5,-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(-9,-32,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(-38,-14,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(38,-83,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(-17,-115,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(55,-41,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(-74,-81,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(5,21,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(-9,32,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(-38,14,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(38,83,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(-17,115,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(55,41,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(-74,81,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(-34,-5,Deflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-74,-84,Blaster);
l_weapon[j].l_arcoffset=125;
l_weapon[j].l_arcrange=275;
j+=1
l_weapon[j]=instance_create(-78,-88,ParticleGun);
l_weapon[j].l_arcoffset=115;
l_weapon[j].l_arcrange=360;
j+=1
l_weapon[j]=instance_create(-16,-117,Blaster);
l_weapon[j].l_arcoffset=105;
l_weapon[j].l_arcrange=300;
j+=1
l_weapon[j]=instance_create(41,-85,Blaster);
l_weapon[j].l_arcoffset=40;
l_weapon[j].l_arcrange=230;
j+=1
l_weapon[j]=instance_create(59,-40,Blaster);
l_weapon[j].l_arcoffset=40;
l_weapon[j].l_arcrange=220;
j+=1
l_weapon[j]=instance_create(-34,5,Deflector);
l_weapon[j].l_arcoffset=0;
j+=1
l_weapon[j]=instance_create(-74,84,Blaster);
l_weapon[j].l_arcoffset=-125;
l_weapon[j].l_arcrange=275;
j+=1
l_weapon[j]=instance_create(-16,117,Blaster);
l_weapon[j].l_arcoffset=-105;
l_weapon[j].l_arcrange=300;
j+=1
l_weapon[j]=instance_create(41,85,Blaster);
l_weapon[j].l_arcoffset=-40;
l_weapon[j].l_arcrange=230;
j+=1
l_weapon[j]=instance_create(59,40,Blaster);
l_weapon[j].l_arcoffset=-40;
l_weapon[j].l_arcrange=220;
j+=1
l_weapon[j]=instance_create(-78,88,ParticleGun);
l_weapon[j].l_arcoffset=-115;
l_weapon[j].l_arcrange=360;
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[6].l_child[0]=l_weapon[1]
l_section[6].l_childnum+=1
l_section[6].l_child[1]=l_weapon[2]
l_section[6].l_childnum+=1
l_section[4].l_child[0]=l_weapon[3]
l_section[4].l_childnum+=1
l_section[3].l_child[0]=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[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_weapon[6]
l_section[9].l_childnum+=1
l_section[11].l_child[0]=l_weapon[8]
l_section[11].l_childnum+=1
l_section[10].l_child[0]=l_weapon[9]
l_section[10].l_childnum+=1
l_section[12].l_child[0]=l_weapon[10]
l_section[12].l_childnum+=1
l_section[13].l_child[0]=l_weapon[11]
l_section[13].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
           }
          }
       }
Locked