Shipmaking Q&A
Moderators: th15, Moderators
-
- Lieutenant, Junior Grade
- Posts: 12
- Joined: Sun Oct 26, 2008 3:47 pm
- Location: The Netherlands
anyone nows how to make the computer use the broadside function better?
Since i put ai type = broadside
(and saved it even under a new name)
and when the computer uses my ship it stil aim the front of the ship to the enemy. and just gets slaughterd since all weapons are aimed to the side of the ship.
Since i put ai type = broadside
(and saved it even under a new name)
and when the computer uses my ship it stil aim the front of the ship to the enemy. and just gets slaughterd since all weapons are aimed to the side of the ship.
-
- Lieutenant, Junior Grade
- Posts: 12
- Joined: Sun Oct 26, 2008 3:47 pm
- Location: The Netherlands
[img=http://img41.imageshack.us/img41/6194/thebroblamzzz.jpg]
ai range 600 weapon range 1250
Btw when i have control of the ship and click on the enemy's core it works fine
(and ai control was activated)
duhno what you mean with broadside weapons.
ai range 600 weapon range 1250
Btw when i have control of the ship and click on the enemy's core it works fine
(and ai control was activated)
duhno what you mean with broadside weapons.
-
- Lieutenant Commander
- Posts: 62
- Joined: Sun May 17, 2009 5:02 pm
- Location: Elsewhere
-
- Captain
- Posts: 497
- Joined: Wed Sep 12, 2007 3:29 am
Try increasing the AI range to 1000 or so to make it turn its broadside earlier, and/or increase the maxrange setting in the game itself to make it detect enemies earlier and so turn its broadside earlier as well.vulstar wrote:[img=http://img41.imageshack.us/img41/6194/thebroblamzzz.jpg]
ai range 600 weapon range 1250
Btw when i have control of the ship and click on the enemy's core it works fine
(and ai control was activated)
duhno what you mean with broadside weapons.
Metagame 2.0 calculator: [url]http://bsf_meta2_calculator.byethost17.com/index.php[/url]
Curvy Alien Fleet: viewtopic.php?t=4959
Thrusallanian Naval Database: Patrol Craft to Behemoth, support ships, stations, warp gates, everything.
http://www.wyrdysm.com/phpBB2/viewtopic ... sc&start=0
Fleets of the Five States, get it here: http://www.wyrdysm.com/phpBB2/viewtopic.php?t=1929
Curvy Alien Fleet: viewtopic.php?t=4959
Thrusallanian Naval Database: Patrol Craft to Behemoth, support ships, stations, warp gates, everything.
http://www.wyrdysm.com/phpBB2/viewtopic ... sc&start=0
Fleets of the Five States, get it here: http://www.wyrdysm.com/phpBB2/viewtopic.php?t=1929
Vulstar, just increase the 'max range' (I think that's what it is) in the sandbox options - that goes a long way to help
throw it to over 9,000 and you shouldn't have any problems...
![Wink ;)](./images/smilies/icon_wink.gif)
[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=4014]Terran Republic[/url]
[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]
-
- Vice Admiral
- Posts: 1344
- Joined: Sat Sep 22, 2007 2:28 pm
There's also flares as well.apache1990 wrote:There's a smooth circle sprite in the Fraxy pack that is used for several glow effects. (in additive blending mode)
Resize as necessary.
Wicky_42 wrote:Vulstar, just increase the 'max range' (I think that's what it is) in the sandbox options - that goes a long way to helpthrow it to over 9,000 and you shouldn't have any problems...
Wicky_42 wrote:throw it to over 9,000 and you shouldn't have any problems...
Wicky_42 wrote:throw it to over 9,000
Wicky_42 wrote:over 9,000
Wicky_42 wrote:over 9,000
WHAT, NINE THOUSAND!?Wicky_42 wrote:over 9,000
![Shocked :shock:](./images/smilies/icon_eek.gif)
Considering the default sandbox is only 2048*2048, I can see why Danny would harp on that. Of course, knowing Danny, that's probably not his actual reason, but it's a valid point regardless.
"Okay. I'm gonna get your money for ya. But if you don't get the President of the United States on that phone, you know what's gonna happen to you?"
"What?!"
"You're gonna have to answer to the Coca Cola company."
"What?!"
"You're gonna have to answer to the Coca Cola company."
-
- Vice Admiral
- Posts: 1033
- Joined: Tue Nov 13, 2007 6:36 pm
- Location: Stuttgart, DE
- Contact:
Hmm... I'm trying to build a weapon system similar to this: http://www.wyrdysm.com/phpBB2/viewtopic ... nked+range
So I have a driver weapon that triggers AoE weapons to fire (via "Force Fire"), with the AoE weapons having a range of 10.
When it fires ingame though, it pops an error about variables. If I press "Ignore", the bullet will fly off at an apparently unlimited range, and the guns will stop firing.
So I have a driver weapon that triggers AoE weapons to fire (via "Force Fire"), with the AoE weapons having a range of 10.
When it fires ingame though, it pops an error about variables. If I press "Ignore", the bullet will fly off at an apparently unlimited range, and the guns will stop firing.
I tried the same thing with weapon links, and while the guns fire fine, they all end up inheriting the range of the driver weapon.ERROR in
action number 1
of Other Event: User Defined 1
for object TacNukeCannon:
Error in code at line 41:
bullet.alarm[0] = max(point_distance(x,y,l_target.x,l_target.y)/l_bulletspeed,l_special4+1) -
at position 56: Unknown variable x
[img]http://img.photobucket.com/albums/v521/IxraninEL/Screenies/AsiSig1.gif[/img]
AoE weapons with a fuse setting (plasma, tacnuke and so forth) will cause error when triggered to Force Fire.
When linked, these weapons will shoot projectiles that will reach the master weapon's target even if it exceeds its firing range.
Weapons with fuse settings absolutely require a coordinate target, possibly because their fuse setting works using that. There is no way to have them dumbfire based solely on direction.
When linked, these weapons will shoot projectiles that will reach the master weapon's target even if it exceeds its firing range.
Weapons with fuse settings absolutely require a coordinate target, possibly because their fuse setting works using that. There is no way to have them dumbfire based solely on direction.
Realism, seriously? It's a space ship game. Realism was thrown out the window a long time ago.