Shipmaking Q&A

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vulstar
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Post by vulstar »

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.
MelvinVm
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Post by MelvinVm »

You do have weapons for broadside purpose, as well as an AI range?
vulstar
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Post by vulstar »

[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.
madisj
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Post by madisj »

How do I make stuff glow?

Like you see in some ships, the colour goes smoothly not in sections.
maarten
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Post by maarten »

madisj wrote:How do I make stuff glow?

Like you see in some ships, the colour goes smoothly not in sections.
Press F1

then wait 24 hours and post your findings here.
apache1990
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Post by apache1990 »

There's a smooth circle sprite in the Fraxy pack that is used for several glow effects. (in additive blending mode)

Resize as necessary.
Water_and_Wind
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Post by Water_and_Wind »

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.
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.
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vulstar
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Post by vulstar »

well i tryed some different distance settings and stuff,

and spawned 4 vs 4 ships and only 1 or 2 ships where going broadside afther some time :|
Wicky_42
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Post by Wicky_42 »

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...
[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]
Danny420Dale
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Post by Danny420Dale »

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.
There's also flares as well.
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 help ;) throw 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
Wicky_42 wrote:over 9,000
WHAT, NINE THOUSAND!? :shock:
Wicky_42
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Post by Wicky_42 »

Heh, trust you to catch that and blow it all out of proportion Danny, lol :P
[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]
Swamp Fox
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Post by Swamp Fox »

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.
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Exethalion
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Post by Exethalion »

It's a long-existing problem. Broadside AI will likely never work if you spawn your ship close to the target ship. But if you bring your ship from outside the max AI range into it, then at that point it should make the broadside turn and move towards the target until it reaches the min AI range.
Ixranin
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Post by Ixranin »

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.
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
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.
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Squishy
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Post by Squishy »

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.
Realism, seriously? It's a space ship game. Realism was thrown out the window a long time ago.
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