Shipmaking Q&A
Moderators: th15, Moderators
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- Commodore
- Posts: 535
- Joined: Mon Jul 21, 2008 1:04 pm
- Location: CT, America
And then find a way to explain the false hestias' deflectors targeting the peitho, and then explaining why the death of the peitho causes the death of the hestias.
It is good in theory, bad in execution.
It is good in theory, bad in execution.
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- Commander
- Posts: 178
- Joined: Thu Dec 13, 2007 8:00 am
- Location: i'll giv you a hint. it's somewhere in the vicinity of the third planet from the sun
*de-lurks*
long story short: i put the tesla weapon on a ship, but i don't see a thing when it fires. help
*re-lurks*
long story short: i put the tesla weapon on a ship, but i don't see a thing when it fires. help
*re-lurks*
Last edited by warhammer651 on Fri Jan 30, 2009 5:42 am, edited 1 time in total.
if everything's coming your way, you're in the wrong lane.......idiot.
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- Commander
- Posts: 178
- Joined: Thu Dec 13, 2007 8:00 am
- Location: i'll giv you a hint. it's somewhere in the vicinity of the third planet from the sun
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- Commander
- Posts: 116
- Joined: Sat Mar 01, 2008 3:49 am
I tried the idea of cloning a mini fighter into many to mimic a formation, it doesn't look nice because of the way they move and turn as a whole and the exhaust effect on the core.BizzarreCoyote wrote:Well, you could build a ship that looks like a group of ships...Hypothetical Wisdom wrote:Is there a way to make your own formations, like the Peitho Deflector formation seen in level 8?
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- Commander
- Posts: 125
- Joined: Thu Jan 29, 2009 5:06 am
Ok, I have to get this out there. I'm really sorry about the slight off-topicness, Arcalane.
I think the main reason for the 'deluge' of questions and the mass of frustration about the manual, ____ing tooltips, and Kaelis's post, is this:
The 'manual' for the shipmaker said that it was not intended to be a full manual, and if you wanted in depth information, go to the forums
Well, I read that, and I came to the forums, like I'm sure that many other people also did. Now I'm here, and, contrary to what the manual had me beleive, there is very little in the way of in-depth information as of yet, and everyone here mostly points to two places for more information: Kaelis's post, and, the manual (the same maunual that directed them to the forums).
I'm not trying to point fingers, but I hope this offers an explanation as to why nobady seems satisfied with the response "read the manual."
And just so this post has a reason to be in here...
What is Blending Mode, and how are Normal and Additive Blending modes different?
I think the main reason for the 'deluge' of questions and the mass of frustration about the manual, ____ing tooltips, and Kaelis's post, is this:
The 'manual' for the shipmaker said that it was not intended to be a full manual, and if you wanted in depth information, go to the forums
Well, I read that, and I came to the forums, like I'm sure that many other people also did. Now I'm here, and, contrary to what the manual had me beleive, there is very little in the way of in-depth information as of yet, and everyone here mostly points to two places for more information: Kaelis's post, and, the manual (the same maunual that directed them to the forums).
I'm not trying to point fingers, but I hope this offers an explanation as to why nobady seems satisfied with the response "read the manual."
And just so this post has a reason to be in here...
What is Blending Mode, and how are Normal and Additive Blending modes different?
Will work for kewl sig/av
[i]There are only 10 kinds of people in the world, those who understand binary and those who don't.[/i]
[i]There are only 10 kinds of people in the world, those who understand binary and those who don't.[/i]
Unfortunately not. The FormRank setting (if it still exists) defines the ship's position in the standard block formation (lower ships go towards the front) but it's not really the same.Hypothetical Wisdom wrote:Is there a way to make your own formations, like the Peitho Deflector formation seen in level 8?
##
Blend Mode defines how the sprite is drawn. Normal mode is just that. Nothing special. Additive mode means that it adds it's colours on top of anything underneath it, giving a semi-transparent effect (similar to alpha/transparency) or a mix of colours.What is Blending Mode, and how are Normal and Additive Blending modes different?
/l、
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
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- Lieutenant, Junior Grade
- Posts: 10
- Joined: Mon May 12, 2008 11:15 am
- Location: In the restaurant on the end of the universe. (or Seattle)
How so?Venator wrote:Nope, they're separate. It is possible to have a circle with multiple sections, you just have to parent them properly.CmdrTimo wrote:Nah, I tried and the game gave me an error. I'm starting to think that it is a custom section, one whole section rotating.
And is there a way to make the section coordinate differ from where the sprite itself is? This way when the section is rotating, it appears that it is traveling in a circle instead of staying in one place.
"War: The mad game the world loves to play." ~Jonathan Swift
"All right, they're on our left, they're on our right, they're in front of us, they're behind us...they can't get away this time."-Chesty Puller
"All right, they're on our left, they're on our right, they're in front of us, they're behind us...they can't get away this time."-Chesty Puller
I'm having issues with the ship deployer. I've seen that your supposed to type in the name of the ship, and then add .shp to the end of the name. Are you sure that's it? Because when I go into sandbox and try to use the ship deployer, it gives me an "Invalid Ship File!" error. It also throws one of those white error windows.
_____________________________________
ERROR in
action number 1
of Other Event: User Defined 0
for object ShipDeployer:
Error in code at line 13:
obj.speed = l_special2
at position 14: Cannot assign to the variable
_____________________________________
ERROR in
action number 1
of Other Event: User Defined 0
for object ShipDeployer:
Error in code at line 13:
obj.speed = l_special2
at position 14: Cannot assign to the variable
[img]http://img244.imageshack.us/img244/6102/odstsigbi9.jpg[/img]
It's a simple, 3 section, 1 weapon, 1 hidden thrusterEx ship. All custom sprites, except for the thruster. Small drone type thing.
As for getting the .sb4, it's proving a bit difficult. My computer will not show .sb4 files, even though I can load them on shipmaker and sandbox them succesfully.
As for getting the .sb4, it's proving a bit difficult. My computer will not show .sb4 files, even though I can load them on shipmaker and sandbox them succesfully.
[img]http://img244.imageshack.us/img244/6102/odstsigbi9.jpg[/img]
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- Commander
- Posts: 125
- Joined: Thu Jan 29, 2009 5:06 am
Ok, two things:
1: I tried putting a section with additive blending mode into a little ship of mine, and I got this error message:
___________________________________________
ERROR in
action number 1
of Other Event: User Defined 3
for object ShipSection:
Error in code at line 12:
(tr_ontype != 0 || tr_offtype != 0) ) then
at position 5: Unknown variable tr_ontype
The tr_ontype thing makes me think that it might have something to do with triggers. I have a driver and turretsection in my ship, is that related to the problem? I wouldn't think so, because the ship worked fine until I added the additive section. Go figure.
2: I have a turretsection in my ship, and apparently the turretsection has a 360-degree range, even though the driver weapon doesn't. How can I fix this?
1: I tried putting a section with additive blending mode into a little ship of mine, and I got this error message:
___________________________________________
ERROR in
action number 1
of Other Event: User Defined 3
for object ShipSection:
Error in code at line 12:
(tr_ontype != 0 || tr_offtype != 0) ) then
at position 5: Unknown variable tr_ontype
The tr_ontype thing makes me think that it might have something to do with triggers. I have a driver and turretsection in my ship, is that related to the problem? I wouldn't think so, because the ship worked fine until I added the additive section. Go figure.
2: I have a turretsection in my ship, and apparently the turretsection has a 360-degree range, even though the driver weapon doesn't. How can I fix this?
Will work for kewl sig/av
[i]There are only 10 kinds of people in the world, those who understand binary and those who don't.[/i]
[i]There are only 10 kinds of people in the world, those who understand binary and those who don't.[/i]