Shipmaking Q&A
Moderators: th15, Moderators
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- Ensign
- Posts: 1
- Joined: Sat Apr 18, 2009 11:23 am
I was actually thinking about that the other day. There's no built in functionality, but you might be able to do it by using triggers to hide and retract part of a ship, while simultaneously deploying a look-alike front section via a ship deployer. It'd take quite a while to get the timing worked out, but it seems doable.
Tried that. Didn't work. Unless I'm missing something. Could you describe exactly what you did?Homer wrote:Turn off surfaces and set glow to black that fixes it for me.ODST wrote:I'm getting these stupid orange glowy boxes around my ship, with ghost outlines of the sections their over. Any tips on removing them?
[img]http://img244.imageshack.us/img244/6102/odstsigbi9.jpg[/img]
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- Fleet Admiral
- Posts: 2520
- Joined: Sun Jan 27, 2008 4:50 am
- Location: Antwerp, Belgium
You could make a ship separate it's two halves and use complex rotation/movement/triggers to simulate some sort of behavior, but both halves wouldn't function as two separate ships.Lord Arachnos wrote:Ok I am on borrowed time so I can't check the forum, but can you make ships that seperate? e.g. U.S.S. Enterprise-D
Check out The Star Wreck project!
Check out the Epic Music Library
And in this Alliance we bestow our hope and will, that the Dogs of War may never harass the people of our homes again, and that it will bring peace, equality and liberty for all in need and despair. One Universe, One Goal. By the Manifest we command this.~ Saren Vil Ush
Check out the Epic Music Library
And in this Alliance we bestow our hope and will, that the Dogs of War may never harass the people of our homes again, and that it will bring peace, equality and liberty for all in need and despair. One Universe, One Goal. By the Manifest we command this.~ Saren Vil Ush
i have search a guide to use custom weapon. I have no idea, in which folder i must copy the custom weapon. I had create a new fighter with custom weapon, but i have this error:
ERROR in
action number 1
of Create Event
for object __newobject1016:
Invalid format!
Custom sprites\Bullet Sprites\Tyrian_Shell06.PNG
Press ignore to replace with '?' sprite, or abort to terminate the game.
And the new weapon shining yellow. (They look like yellow shadows from the ship, syr i can't create a screenshot.)
ERROR in
action number 1
of Create Event
for object __newobject1016:
Invalid format!
Custom sprites\Bullet Sprites\Tyrian_Shell06.PNG
Press ignore to replace with '?' sprite, or abort to terminate the game.
And the new weapon shining yellow. (They look like yellow shadows from the ship, syr i can't create a screenshot.)
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- Commander
- Posts: 103
- Joined: Sat Feb 14, 2009 8:21 am
- Location: Here and There, Mostly Here
Firevikin - parent the weapon to a section beneath the covering section, then select the weapon and press 'w' to toggle depthing. Don't mirror depthed weapons though - a ton of errors shall be your reward. Though once mirrored, feel free to mirror and remirror around the weapons - it's only the initial copy that screws up.
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[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2792]HW2 Hiigaran Navy[/url]
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2792]HW2 Hiigaran Navy[/url]
Regarding the limit of code that Game Maker can execute in a chunk, anybody know the number of how much that is?
Trying to figure out if my ship project is too ambitious, considering I'll probably hit the 3k mark in lines of code.
Trying to figure out if my ship project is too ambitious, considering I'll probably hit the 3k mark in lines of code.
[img]http://img.photobucket.com/albums/v521/IxraninEL/Screenies/AsiSig1.gif[/img]