Clipping problems

I'm having some weird problems with some of my ships in a small plug I'm making. Sometimes (mostly with bigger ships) my weapons will pass right through them. I noticed this to a limited extent in regular Nova, but it was never much of a problem. But now with my big cruiser 90% of the shots just go right through him. What's the problem and can I fix it? Thanks in advance.

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"That didn't sound so stupid before I said it" -Me
GR SN: Fire Eater
AIM SN: Fire Eater 27

hmmm. Are These Normal Ships, or Escorts?
If The latter then it is normal.

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Quote

Originally posted by Fire Eater:
**I'm having some weird problems with some of my ships in a small plug I'm making. Sometimes (mostly with bigger ships) my weapons will pass right through them. I noticed this to a limited extent in regular Nova, but it was never much of a problem. But now with my big cruiser 90% of the shots just go right through him. What's the problem and can I fix it? Thanks in advance.

**

The thing that I would expect to cause this problem would be that either the new ships or the shots you are firing have masks that are of an incorrect size - however, this would also interfere with display of the graphics, so is unlikely. However, have a check to make sure that the masks and ship/weap graphics match up.

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Well, I've been using rleDs, and they never had masks in EVN. But I spun a mask for the weapon I was having the most problems with, and now it hits about 97% of the time rather than going through 90% of the time. While I would like it to be 100%, unless you have any other ideas I'll settle for 97%. But it is kinda a pain to convert both a graphic and a mask into rleD.

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"That didn't sound so stupid before I said it" -Me
GR SN: Fire Eater
AIM SN: Fire Eater 27

Uh, the rle* resources contain both the sprite and mask. To create rles properly, first set up your sprite and mask as PICT resources, and set up a spďn (or shän) resource that uses the PICTs. Then process the thing with EnRLE. The resulting rle will have both sprite and mask in the one resource. To the use these two parts, in your spďn (or shän), use the actual resource ID of the rle* resource for the sprite field, and the resource ID + 1 for the mask.

This also means the resource IDs of your rle* resources should step by increments of two...for example, 128, 130, 132... and not by one.

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Yeah, that's what I saw in the data files so that's what I was doing. But this weird weapon problem had me wondering, thanks for the info.

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"That didn't sound so stupid before I said it" -Me
GR SN: Fire Eater
AIM SN: Fire Eater 27

Nova sometimes has problems with graphics that are not in rle* form. Your best bet is to always make ship graphics this format.

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