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Asteroid Belts: A line of asteroids heading though the middle of the system.
Ram: Can i set it so ships will cause damage when they pass over each other?
Turntable escorts: When i jump into system XX with escorts given to me for mission XX, they will turntables on me and either leave, or try to kill me.
Class X pass needed to land on stellar XX. There is a biological disaster or something like that, spreading on planet XX.The planet has been quarantined. In order to land there you need a medical pass.
Random fire of weapon. It would be nice to have a weapon that had a random rate of fire. Or so that i could set it to launch bing, pause, bing bing bing, pause, bing... or something like that
Warp instead of afterburner. Like Ares.
Powerup/fire Any way to set a delay on a weapon? Fire X many frames after activated?
------------------ (url="http://"http://homepage.mac.com/benedwards/.cv/benedwards/Public/Ares1.2/StarsAreFire%3AC4.sit-binhex.hqx")The Stars Are Fire(/url)-A TC for Ares
I don't think you can do any of those. Then again I may be wrong.
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Originally posted by Skyfox: Asteroid Belts: A line of asteroids heading though the middle of the system.
No. You can only have asteroids in the system.
** Ram: Can i set it so ships will cause damage when they pass over each other?**
Only if you make a weapon that has extremely short range and is invisible (An invisible beam that only has a range of like 10 pixels or something)
** Turntable escorts: When i jump into system XX with escorts given to me for mission XX, they will turntables on me and either leave, or try to kill me.**
I don't know about this one, but probably not. Definitely not in anything before Nova.
** Class X pass needed to land on stellar XX. There is a biological disaster or something like that, spreading on planet XX.The planet has been quarantined. In order to land there you need a medical pass.**
There are control bits and things that you can set for that. You make several of the same planet, one of which you can't land on. You make the control bits say which planet is available to the player.
** Random fire of weapon. It would be nice to have a weapon that had a random rate of fire. Or so that i could set it to launch bing, pause, bing bing bing, pause, bing... or something like that**
The only thing that you can do is have it burst fire, but there's nothing random about that.
** Warp instead of afterburner. Like Ares.**
No.
** Powerup/fire Any way to set a delay on a weapon? Fire X many frames after activated?**
When you make your sprite, you make it unfold as an animation, and you set the "Unfolds to fire" bit. See the Asteroid Miner. Unfortunately, it's not possible to make a weapon have "charging time" on all ships, only ones that unfold to fire. For example, you can make the Macross unfold, and then fire its cannon, but if you stick a Macross Cannon on a Fed Carrier, it'll immediately fire.
I hope this helps.
Matrix
(edited by mrxak to fix a bolding mistake)
------------------ "Nothing is fool-proof to a sufficiently talented fool."
(This message has been edited by mrxak (edited 06-04-2002).)
Originally posted by Skyfox: **Asteroid Belts: A line of asteroids heading though the middle of the system.
**
Matrix covered these pretty well, but I'll add my comments anyhow;
"Line of asteroids passing through" -- I'm not sure what you are looking for, here. You could change one asteroid sprite into a small group of asteroids that stay clumped together, but it would replicate over and over so there was always one group on screen. You could make a static group of asteroids (an asteroid belt) by making a special spob pic. You could also replace ship sprites with asteroids, but they would, unfortunately, manuever and try to land at the planet.
Like the man said, making an ultra-short range weapon can simulate ramming. Use a large impact value. Unfortunately, it won't always fire.
The escorts...I see a tricky way to do it that depends on making the mission fail in the critical system. You might make sure the player is scanned there, or make a mission to defend a lowly shuttle at all odds (then make sure warships warp in before the player), or just set a mission time too short to make. Set the escorts to a xenophobic government and the moment they are released, they will attack. Alternatively, set it all up with visbits; the escort will not actually answer commands nor display in green, but they will seem to fly with the player until you replace them with identical-looking hostiles.
The medical pass is easy. I've been working on similar problems. Visbit the system and use two goverments, one which likes the player and one that does not. Or, visbit the system and edit the STR that displays when you attempt to land on a gas giant, so instead of "...the hostile atmosphere..." you get warning of the plague. A little more tricky, but more powerful; set up a special government and make sure, using some previous mission, that it dislikes the player. Now the "get a medical pass" mission exists only to raise your status to maximum with that government. Or you could buy permission as an outfit (aka the same codes as a Fake ID).
The others I see no obvious way to do. It might be possible to simulate delays by using submunitions, though.
------------------ "I know the stranger's name." Turandot
A better way to do the planet in Nova is to set its government to something unique. Then set a "Require" bit sequence for that gov. Make your medical pass contribute the gov's Required bits.
------------------ Man is a slow, sloppy, and brilliant thinker; the machine is fast, accurate and stupid. -William M. Kelly
Is there anyway to set the direction a weapon shoots?
Originally posted by Skyfox: **Is there anyway to set the direction a weapon shoots?
Yea, foreward, backward, or all around. There's no way to say fire the weapon only to the side, or off at an angle. You can set inaccuracies, but it fires in random directions within that arc. You can have swiveling turrets that fire in the foreward arc, you can have swiveling turrets that fire in the aft arc. You can have turrets that send directed fire anywhere. You can say that turrets have blind spots. But again, there's no way to fire an unguided, non-turreted weapon specifically on a direction that's deflected off the ship's centerline.
Impossible? Ah, my specialty.
Use custom spobs (10 or 20 roids each) with built in animations to simulate this. Enable the "deadly" flag if you wish to pose some interesting navigation hazards.
Sure. Set up "System XX" with a custom gövt and set your escorts to in "System of any govt but this specific one". Then, use ncbs to activate a second, invisible mission with another set of escorts (using the same düde) to appear in "Specific govt's system". Make the first escort's "ShipBehav" 1 (Protect) and the second escort's 0 (Attack). The goal of the invisible mission should be destroying the evil escorts, and when this is accomplished an ncb should be set to kill the mission providing good escorts.
Thanks for the help!
Wasn't that done in Frozen Heart? A ship would enter Sol7 or something and had a bunch of large astroid chase me and destroy me with collision attacks. Incidently, it's almost similar to having Krypts in EVN attack you, but if you shorten the range of a nanite attack, it would look like it was colliding with you.
------------------ Nosumus Fortiolis Quad Volimus
But the Auroran Chaingun and the Quad Light Blaster Turret uses burst firing , so it isnt impossible, but charging up, I dont know....
------------------ Never turn your back on a Shadow....
Originally posted by Evil_Shadow: **But the Auroran Chaingun and the Quad Light Blaster Turret uses burst firing , so it isnt impossible, but charging up, I dont know....
he wanted his gun to fire in random bursts. the Hail Chaingun and other burst firing weapons have regular bursts. Did that make sense? The hail chaingun fires on regular intervals: zapzapzapzap. zapzapzapzap. zapzapzapzap. zapzapzapzap. zapzapzapzap. etc. he wants something like: zapzap..... zap. zapzapzapzapzapzap.... zapzapzap. zapzapzap. zap........ zapzap.
Charging, as I said, is probably only possible with "unfolding" frames. You could set a really long recharge, but that would also mean that the player could fire immediately once, and then have to wait a long time before he/she could fire again.