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 Post subject: Re: Shipmaking Q&A
PostPosted: Fri Oct 01, 2010 6:49 am 
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Lieutenant
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hi sorry this is most likey a nooby question but how do you make a ship engage enemys if the weapons arn't in range. i have a ship that uses ship deplyer to spawn a fighter but i want the fighter to start flying for the enemy when is created so you don't have to tell them to or when there an ai(me and my friends are doing a destroy the mothership tournement and the mothership will be an enemy and all of our ships will be allied so we need them to go for the enemy at the start


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 Post subject: Re: Shipmaking Q&A
PostPosted: Fri Oct 01, 2010 7:02 am 
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Son Tzu: Unless I'm mistaken (and I'm almost certain I'm not), the answer is unfortunately no. I think it was left unchangeable because of sprite rotation or something, but I may just be pulling that bit out of my ass.

Snopel: I'm not entirely sure what you're asking, but to make ship deployers work at longer ranges, change their range. I recommend 5000+ if you want to be sure of full map engagement. Note that ships spawned by you with the ship deployer will not automatically charge the enemy, you'd have to spawn whatever uses the deployer as an ally.
For your other question, press the question mark in the bottom of the sandbox screen, then game options, toggle ai controller. Alternatively you can change the max ai range (in the same area I believe) to whatever distance you want the ships to become aware of each other at.

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 Post subject: Re: Shipmaking Q&A
PostPosted: Fri Oct 01, 2010 7:10 am 
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thank you so much!!!! inever knew about the question mark also i miss-worded it all i wanted was to make an ally ship attack the enemy like that. =P


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 Post subject: Re: Shipmaking Q&A
PostPosted: Mon Oct 04, 2010 12:13 pm 
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Which doodad is used to create engine glows, like the ones in SWS's ships? In other words, how do you make a white circle with a colored gradient?

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 Post subject: Re: Shipmaking Q&A
PostPosted: Mon Oct 04, 2010 12:37 pm 
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Orelius wrote:
Which doodad is used to create engine glows, like the ones in SWS's ships? In other words, how do you make a white circle with a colored gradient?


It's linked to and explained in the FAQ

No need to thank me :wink: .

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 Post subject: Re: Shipmaking Q&A
PostPosted: Tue Oct 05, 2010 7:40 am 
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Sorry for not stating this at first, but that's not my problem. Thing is, I can't find a way to make a glow with the center white, whenever I try, the entire sprite becomes the color.

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Atomic Avocado wrote:
Think about section spam like this.
Congrats! Youve been promoted to head designer for a car company! Now for your first design are you going to cover the car in tires? In axles? In bumpers? NO! Your going design something that uses the right parts for the right places.


Orelius's Hopefully Decent Ships!


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 Post subject: Re: Shipmaking Q&A
PostPosted: Tue Oct 05, 2010 8:09 am 
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I believe the most common way to get that is to layer a smaller white copy of the glow sprite above the coloured one.

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 Post subject: Re: Shipmaking Q&A
PostPosted: Tue Oct 05, 2010 2:30 pm 
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With both sprites set to additive blending. That part is important.

Image

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 Post subject: Re: Shipmaking Q&A
PostPosted: Tue Oct 05, 2010 5:38 pm 
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Oh whoops, yes of course in additive, that was a stupid thing to forget.

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 Post subject: Re: Shipmaking Q&A
PostPosted: Wed Oct 27, 2010 4:38 pm 
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Hi all.
How do I get a weapon to remain stationary, and only fire at ships directly in front of it?
Many of my designs have a stationary cannon {think Robotech\Macross), but when I set the firing arc to one, and slow down the turning speed, the beam ends up spinning around ._.


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 Post subject: Re: Shipmaking Q&A
PostPosted: Wed Oct 27, 2010 4:57 pm 
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You might have the deviation set too high. Setting up weapons that only fire directly forward is sort of tricky, though, as they're finnicky about acquiring targets. If you can put up an .sb4 file I'll see if I can get a stationary, fixed, forward-firing weapon working for you.

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 Post subject: Re: Shipmaking Q&A
PostPosted: Wed Oct 27, 2010 5:15 pm 
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Ah, thank you!
Could I apply these settings or clone the weapon after for the same effect?
And didn't you make a guide? O_o


Attachments:
Solaris02.sb4 [27.35 KiB]
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 Post subject: Re: Shipmaking Q&A
PostPosted: Wed Oct 27, 2010 5:39 pm 
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So I open up that ship in Shipmaker.

Image

... Are you trolling me?

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 Post subject: Re: Shipmaking Q&A
PostPosted: Wed Oct 27, 2010 6:49 pm 
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No Sir.
It's a big ship and I was building it from the front back, like I always do, and since it's symmetrical, I can just mirror it mostly, except for the central parts.
I've been designing ships in MSpaint since win95, and I've even done a bit of 3D work.
Designing Starships has been my hobby since I was a kid, with lego's and such.
Alssooo
Is it possible to attach a stationary turret to a large turntable, but have secondary moving turrets flanking the main stationary. Like flak guns surrounding a large railgun?
This is going to be a problem with my medium size gauss cannons\railguns, since they are mounted on large turntables, like those found at trainyards.


Attachments:
[Display] Dracon Fleet - Solaris Class Battleship.jpg
[Display] Dracon Fleet - Solaris Class Battleship.jpg [ 1.16 MiB | Viewed 204 times ]
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 Post subject: Re: Shipmaking Q&A
PostPosted: Wed Oct 27, 2010 6:56 pm 
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I do not think you quite grasp the gravity of how fucked up that picture is. You clearly haven't grasped how the parenting system in BSF works, and your ship is nothing but a horrendous mess of massively stretched sections and turrets.

Before you even try building large ships in BSF, work on smaller projects. Do not run before you can walk. Right now, you're barely crawling by the looks of things.

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