encouters and module questions
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encouters and module questions
For an encounter I made, I want some units to arrive half-way through. Can you do this with your own units, because it doesn't work for me. I set delay and wave to 1 then put the units down. When playing it the units never appear, however long I wait.
Also can you change the sprite for modules just like you can for weapons? How?
Also can you change the sprite for modules just like you can for weapons? How?
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Hmmm.. it's because I've seen a station with 4 ship deployers which look sort of SW-y and are all different colours.jwa8402 wrote:Modules cannot be re skinned unfortunately, though that would be all types of awesome. Some of them can't be set to the depth of the section their parented to either it seems, though thrusters can so not sure what the difference is.
I wasn't making an encounter to show off my ships, I probably will publish them but it was just a bit of fun lolinteuniso wrote:With waves, one entire wave has to be destroyed for another to spawn. However, the encounter maker is broken. It would be preferable for you just to post your ships.
Well you can drop the module in place, then set its alpha=0 so it can't be seen, and drop a non-firing weapon on the same location to give the appearance that the module has a different look.god froggy wrote:Hmmm.. it's because I've seen a station with 4 ship deployers which look sort of SW-y and are all different colours.jwa8402 wrote:Modules cannot be re skinned unfortunately, though that would be all types of awesome. Some of them can't be set to the depth of the section their parented to either it seems, though thrusters can so not sure what the difference is.
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The encounter maker seems to work fine for me, except that if you die before a wave is finished, and you have ships queued for the next wave, the game doesn't end and you just have to watch the enemies mill around aimlessly for eternity or quit.
But other than that I haven't had any problems. What are you guys finding broken about it?
But other than that I haven't had any problems. What are you guys finding broken about it?
Since the question has been answered, I want to dispute one thing,
I've made several series of encounters (most of which I've never released because I couldn't complete them with the underdeveloped encounter maker), and am currently making another one at the moment, and I can safely say that there are no problems with it.
No, it's not broken, it's underdeveloped. It works fine for the most part, there were some complaints about it changing section depths with ship jumping, but I've never noticed it, and can only assume it's been fixed.inteuniso wrote:However, the encounter maker is broken.
I've made several series of encounters (most of which I've never released because I couldn't complete them with the underdeveloped encounter maker), and am currently making another one at the moment, and I can safely say that there are no problems with it.
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More importantly than being broken or underdeveloped, it's unsupported. We are not responsible for any issues with the encounter maker that may arise as a result of the massive feature additions performed by Kaelis, or just user stupidity.Bad Boy wrote:Since the question has been answered, I want to dispute one thing,No, it's not broken, it's underdeveloped. It works fine for the most part, there were some complaints about it changing section depths with ship jumping, but I've never noticed it, and can only assume it's been fixed.inteuniso wrote:However, the encounter maker is broken.
I've made several series of encounters (most of which I've never released because I couldn't complete them with the underdeveloped encounter maker), and am currently making another one at the moment, and I can safely say that there are no problems with it.
So the best way we can play god with our creations is just Sandbox em for now?Arcalane wrote:More importantly than being broken or underdeveloped, it's unsupported. We are not responsible for any issues with the encounter maker that may arise as a result of the massive feature additions performed by Kaelis, or just user stupidity.Bad Boy wrote:Since the question has been answered, I want to dispute one thing,No, it's not broken, it's underdeveloped. It works fine for the most part, there were some complaints about it changing section depths with ship jumping, but I've never noticed it, and can only assume it's been fixed.inteuniso wrote:However, the encounter maker is broken.
I've made several series of encounters (most of which I've never released because I couldn't complete them with the underdeveloped encounter maker), and am currently making another one at the moment, and I can safely say that there are no problems with it.
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Not a good idea--you may never be able to select the module again...Jafo wrote: Well you can drop the module in place, then set its alpha=0 so it can't be seen, and drop a non-firing weapon on the same location to give the appearance that the module has a different look.
If admirals hate and trash your ships,
If you can't get it right;
Then off you go, but don't call quits;
Just go make custom sprites.
Solare:
http://www.wyrdysm.com/phpBB3/viewtopic.php?f=2&t=4858
If you can't get it right;
Then off you go, but don't call quits;
Just go make custom sprites.
Solare:
http://www.wyrdysm.com/phpBB3/viewtopic.php?f=2&t=4858
There's this thing called Ctrl-Click that lets you select things that are under other things.Silver Swordsman wrote:Not a good idea--you may never be able to select the module again...Jafo wrote: Well you can drop the module in place, then set its alpha=0 so it can't be seen, and drop a non-firing weapon on the same location to give the appearance that the module has a different look.
Additionally, Alpha 0 does not alter the hitbox and thus collision/selection behaviour of the alpha'd object, just the appearance. It is still physically there as far as the engine is concerned, it's just invisible to us.