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Re: Shipmaking Q&A

Posted: Fri Jul 15, 2011 10:07 am
by Arcalane
The last comment was largely directed at jwa's 'delete it and hope it doesn't fuck shit up entirely' approach. :)

If you want a weapon that isn't visible, I recommend using the alpha settings. You should be able to use the shot width settings under Edit2 for scaling.

Re: Shipmaking Q&A

Posted: Fri Jul 29, 2011 9:05 am
by xiones11
Here is the biggest tip in the world. Minimize this page, open up the editor, mess around with it. just click random crap and see what It dose. In one day I was creating gatling railgun broadsides just by screwing around with buttons on The editor. The forum is a LAST resort.

Re: Shipmaking Q&A

Posted: Thu Aug 04, 2011 8:00 am
by USSbluefox
I'm not really sure if I have the right place, but...

I had a ship that used the ship spawning module. It worked well. I tried it on another ship, but it wouldn't accept the ship file. Upon attempting to alter the first module (which had worked) ,it also messed up. I'm not sure what happened.

Any help would be appreciated.

Re: Shipmaking Q&A

Posted: Thu Aug 04, 2011 9:32 am
by Kiltric
Pictures of the stats you used would be helpful, as well as a more detailed description of "exactly" what you did.

Re: Shipmaking Q&A

Posted: Thu Aug 04, 2011 8:47 pm
by Bad Boy
There are a fair few errors with ship spawners. Every time you select the module in shipmaker you have to reload the ship you want it to spawn. As well, if the ai tries to use it while you're placing a ship in sandbox the spawner will fail permanently (until you reopen sandbox) and there may be an error message.

That said, I'm not entirely sure of what you did, some clarification would help. In particular what do you mean you tried it on another ship and what do you mean it wouldn't accept the ship file?

Re: Shipmaking Q&A

Posted: Fri Aug 05, 2011 1:33 am
by jwa8402
Just renoticed this thread. No sarcasm at all, but I'd really like to know what possible damage could be caused by isolating a weapon/sprite thats lost off screen and deleting it? If you've done it right, nothing is linked to it in any way... :roll:
Not saying your way of editing it isn't better, just that I've done this for years and never had a problem...

Re: Shipmaking Q&A

Posted: Fri Aug 05, 2011 2:40 am
by USSbluefox
I don't know if this helps, but I had made one ship spawn other kinds of ships. I think at some point I had an A.I. version of the ship. then I tried to make another ship that could make other ships. I would load the ship file, check to see if it was there by de-selecting and re-selecting it. So, I believe that I encountered one or both of the issues addressed by Bad Boy.(please tell me I did that right; I'm learning about how to write on a forum by trial-and-error.)

I hope this explains this better; I've always been bad at explanation.

Re: Shipmaking Q&A

Posted: Fri Aug 05, 2011 7:22 am
by Bad Boy
Yeah, probably the second problem I pointed out. When letting the ai use ship spawners be careful about adding ships, if a ship tries to use the spawner while you're adding a ship (i.e. anytime between pressing the add ship button and until clicking so the ship's facing is set) that spawner will stop working and pop up an error each time it tries to spawn a ship. Other spawners on that or other ships will work fine.
If you really want to add ships in the middle of a situation where the ai is spawning ships, freezing them might work (not sure though, it might not), though I believe it causes other problems.

Re: Shipmaking Q&A

Posted: Sat Aug 20, 2011 1:40 am
by Rankin
Hi, whenever one of my ships fires an EMP torpedo, I receive error messages practically every frame until the torpedo hits or goes off screen. The message reads:

Code: Select all


ERROR in
action number 1
of Destroy Event
for object EBulletEMPTorpedo:

Error in code at line 2:
   part_particles_create_color(global.SFX_Sparker,x,y,l_boom,image_blend,1)

at position 53: Unknown variable l_boom

Re: Shipmaking Q&A

Posted: Sat Aug 20, 2011 1:56 am
by mato9020
ERROR in
action number 1
of Destroy Event
for object EBulletEMPTorpedo:

Error in code at line 2:
part_particles_create_color(global.SFX_Sparker,x,y,l_boom,image_blend,1)

at position 53: Unknown variable l_boom


You have to re download the game because it is not doing something right check your paths and stuff

Re: Shipmaking Q&A

Posted: Sun Aug 21, 2011 7:46 pm
by vidboi
mato9020 wrote:
ERROR in
action number 1
of Destroy Event
for object EBulletEMPTorpedo:

Error in code at line 2:
part_particles_create_color(global.SFX_Sparker,x,y,l_boom,image_blend,1)

at position 53: Unknown variable l_boom


You have to re download the game because it is not doing something right check your paths and stuff
No you don't. This a known error that has never been properly fixed. It happens when a ship that has already been stunned by an EMP gets hit by an EMP torpedo. The tropedo will travel over the ship, giving you that error message every frame it's in contact. Basically just avoid spamming EMP torpedos.

Re: Shipmaking Q&A

Posted: Sat Aug 17, 2013 10:17 pm
by Destiny's Player
It's probably a common question, but...
For some reason when I load my ships into Sandbox, they become much, MUCH less saturated than they actually are. What's the reason for that, and how to fix that?

Re: Shipmaking Q&A

Posted: Sun Aug 18, 2013 3:57 am
by Zalausai
This is caused off the section colors being averaged together. Yes, it's ugly. Disable it in the options menu. There should be an option called "gradients" or something. Just turn it off.

Re: Shipmaking Q&A

Posted: Thu Aug 29, 2013 8:33 pm
by Lukasmah
In one of Anna's video I saw he had a list of parts on the right side of shipmaker which he could scroll through and pick parts more easily. How?

Re: Shipmaking Q&A

Posted: Thu Aug 29, 2013 8:35 pm
by Doogie12
Hit z


10chars