i need to know more on Res Edit

ok, i do have the Nova files for Res Edit, and i know quite a bit on how to use it, except for these questions, and maybe more later if i can think of them. The questions are as follows:

1. What Nova file and resource inside that file will help me connect a outfits pic and a shipyard pic to the ship in the shipyard and the outfit in the outfits?

2. Is it possable to say: make a planet turn into a worm hole when destroyed(i've done this)THEN, have gravity, animate, and be as a deadly Spod all after being destroid?

3. I understand the fact that there are basicly only 2 types of weapons planets can use, guns, and homing/non-homing, but is there anyway to make that planet's rate of fire faster?

4. When editing a Ship in Nova File 1, there are 2 sets of squares at the top right and right of the ship's window. uselly i will find that "A5" on the first top square will be clicked, and sometimes not. My question is, what are these squares used for?

5. My last, and final most needed question/request, can some one send me, or post me, a list of the commands like d6000 and what they do.

Thank you now, and again later.

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KarTaniK
I gave up trying to come up with my own sig.

Edit: UBB messed up my post. Warg.

1. (url="http://"http://www.evula.org/monster/nc.html")NovaCalc(/url) will help you out with that!
outf PICT: 6000 + index ID of outf
Shipyard PICT: 5000 + index ID of ship
Target PICT: 3000 + index ID of ship
Ship Info PICT: 20000 + Res ID of ship

2 and 3. I've only experimented with gravity and deadly spobs, but not dead spobs or planet-type weapons, so I can't answer that yet.

4. I don't know what you're reffering to, because ResEdit stopped working on me recently. Sorry I can't help you out

5. Those are bit expressions. Here's what the Nova Bible has to say about that--

Mission bits exist as they did in previous incarnations of EV. This time around, there are 10,000 bits available for your use, and they are accessed much differently from previous versions. For this reason, they are referred to as Nova control bits (ncb's). Control bits are accessed through logical expressions that allow much more powerful and logical mission scripting. These expressions are divided into two types - test and set:

Test expressions:

These are boolean expressions that are used to determine when something happens; for example, when a mission is to be offered, or when a particular ship should be made available for purchase. In general, if the logical expression defined in a given test expression field evaluates to be true (nonzero), the associated property will be activated (mission becomes available, ship appears, etc.).

The following terms and operators are supported: (capitalization doesn't matter)

Bxxx Lookup the value of control bit xxx. Bits are numbered from b0 to b9999.

Pxxx Check if the game is registered ((P)aid for) ... evaluates to 1 if
the game is registered or is unregistered but less than xxx days have
elapsed. Evaluates to 0 only if unregistered for more than xxx days.
G Lookup the player's gender - 1 if male, 0 if female
Oxxx Returns 1 if the player has at least one of outfit item ID xxx, 0 if not
Exxx Returns 1 if the player has explored system ID xxx, 0 if not
| Logical or operator
& Logical and operator
! Logical negation operator
( ) Parenthetical enclosure

Some examples:
b13 & (b15 | !b72)
!(B42 | B53) & b103

Note that since the Nova evaluator is fairly primitive, it may do unpredictable things if you give it an expression like b1 & b2 | b3 ... instead, use proper parentheses to make it b1 & (b2 | b3) or (b1 & b2) | b3, as appropriate.

Also note that if you leave the field for a test expression blank, it will
evaluate to true as a default.

Also also note: The Oxxx operator also considers any carried fighters that are deployed when it examines the player's current list of outfits, although this feature may be confused if presented with a universe that includes multiple fighter bay weapons that launch the same ship type, or different outfits that grant the same fighter bay ammo.

Set expressions:

These are simpler than the test expressions... basically all you are doing here is listing what bits you want to be modified when the expression in a given field is invoked. This will happen when the player does something (completes a mission, buys an item, etc.) as defined by the other resources. The syntax of set expressions is best illustrated by an example:

b1 b2 !b3 ^b4

In this set expression, bits 1 and 2 will be set, bit 3 will be cleared, and bit 4 will be toggled to the opposite of whatever it was previously. No parentheses are supported for set expressions. Note that if you leave a set expression blank, no control bits will be altered.

One other feature of the set expression is the ability to make random decisions. By specifying R(<op1> <op2> ) you can make Nova randomly pick one of the two possible choices and execute it, skipping the other one. For example:

b1 R(b2 !b3)

...this expression will set bit 1, and then either set bit 2 or clear bit 3, but not both at once. Which operation will be picked is completely random, which allows for the design of interesting mission strings that branch unpredictably.

There are also a number of other operators that allow you to do many interesting things:

Axxx - if mission ID xxx is currently active, abort it.

Fxxx - if mission ID xxx is currently active, cause it to fail.

Sxxx - start mission ID xxx automatically.

Gxxx - grant one of outfit item ID xxx to the player

Dxxx - remove (Delete) one of outfit item ID xxx from the player

Mxxx - move the player to system xxx. The player will be put on top of the
first stellar in the system, or in the center of the system if no
stellars exist there.

Nxxx - move the player to system xxx. The player will remain at the same
x/y coordinates, relative to the center of the system.

Cxxx - change the player's ship to ship type (ID) xxx. The player will keep all
of his previous outfit items and won't be given any of the default
weapons or items that come with ship type xxx.

Exxx - change the player's ship to ship type (ID) xxx. The player will keep all
of his previous outfit items and will also be given all of the default
weapons and items that come with ship type xxx.

Hxxx - change the player's ship to ship type (ID) xxx. The player will lose any
nonpersistent outfit items he previously had, but will be given all of
the default weapons and items that come with ship type xxx.

Kxxx - activate rank ID xxx.

Lxxx - deactivate rank ID xxx.

Pxxx - play sound with ID xxx.

Yxxx - destroy stellar ID xxx.

Uxxx - regenerate (Un-destroy) stellar ID xxx.

Qxxx - make the player immediately leave (absquatulate) whatever stellar he's
landed on and return to space, and show a message at the bottom of the
screen. The message is randomly selected from the STR# resource with
ID xxx, and is parsed for mission text tags (e.g. <PSN> and <PRK> )
but not text-selection tags like those above (e.g. {G "he" "she"} )
(see dësc and mďsn resource descriptions for more examples)

Txxx - change the name (Title) of the player's ship to a string randomly
selected from STR# resource ID xxx. The previous ship name will be
substituted for any '*' characters which are encountered in the
new string.

Xxxx - make system ID xxx be explored.

Sorry, it's a bit longer than I thought...

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Come and see; I swear by now I'm playing time against my troubles
I'm coming slow but speeding
Do you wish for a dance and while I'm in the front
The play on time is won

(This message has been edited by Mantaray (edited 07-10-2003).)

(This message has been edited by Mantaray (edited 07-10-2003).)

Quote

Originally posted by KarTaniK:
**ok, i do have the Nova files for Res Edit, and i know quite a bit on how to use it, except for these questions, and maybe more later if i can think of them. The questions are as follows:

1. What Nova file and resource inside that file will help me connect a outfits pic and a shipyard pic to the ship in the shipyard and the outfit in the outfits?**

They're connected by their resource number. I can't remember off hand what the formula is. Usually it's the number of the ship with a 3 (or 5?) in front for small shipyard and an 8 in front for the large pic. Look at the Nova files to be sure. The large shipyard pic is connected by entering that number in the description. Look for NovaCalc on the Add Ons page. It gives you all the corresponding numbers to connect resources through IDs.

Quote

2. Is it possable to say: make a planet turn into a worm hole when destroyed(i've done this)THEN, have gravity, animate, and be as a deadly Spod all after being destroid?

Sure. You may have to exit the system first for the graphic to change, but you'd simply cause the system to change once the planet was destroyed. The new system would contain the wormhole in the same spot as the old planet.

Quote

3. I understand the fact that there are basicly only 2 types of weapons planets can use, guns, and homing/non-homing, but is there anyway to make that planet's rate of fire faster?

Don't know. I don't think so.

Quote

4. When editing a Ship in Nova File 1, there are 2 sets of squares at the top right and right of the ship's window. uselly i will find that "A5" on the first top square will be clicked, and sometimes not. My question is, what are these squares used for?

Those specific checks are used to tell whether or not a ship can carry outfits. All ships have those boxes checked except for Vell-os ships. Many outfits have required settings meaning that you cannot buy that outfit without first obtaining a rank or "license" that gives access.

Quote

**5. My last, and final most needed question/request, can some one send me, or post me, a list of the commands like d6000 and what they do.

Thank you now, and again later.

**

Look in the (url="http://"http://www.ambrosiasw.com/news/upcoming/novabible.html")Nova Bible(/url). It tells what every operator does. It's towards the beginning.

In the future please direct these kinds of questions to the (url="http://"http://www.ambrosiasw.com/cgi-bin/ubb/forumdisplay.cgi?action=topics&number;=9&SUBMIT;=Go")Developer's Board(/url).

(edit) drats, botched the ubb
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((Ż'ˇ.¸(Ż'ˇ.¸Ť•-KAME-•ť¸.ˇ'´Ż)¸.ˇ'´Ż))
I used to jog but the ice kept falling out of my glass.
(url="http://"http://www.0three0.net/l-1551/")L 1551(/url) - The official site of RONIN and The Way and the ten thousand things

(This message has been edited by Kame (edited 07-10-2003).)

wow. i expected it to be a lond reply, but... wow. Thank you very much. you have been a great help twoards that question.

Ok
, thank you to both of you. But i still need to know more about my 2nd question. i have it so the planet changes to a Non-animate wormhole once destroyed, even with the animate when dead button clicked. But i have an idea that would surly work, but i am not sure as to how exactly. It is as follows:
I am thinking that once the planet is destroyed, it activates another system indentical to it(made from scratch of course) to replace that system, but with a Ship hungry worm hole.

the hole reason i want to do this, is to make it so when every i blow up a planet, it creates a worm hole(not astronomicly correct of course(nor is the spelling)) that sucks up every ship in that system, unless your a skilled pilot, which you'd have to be in order to buy my 50.M credit Stellar Destroyer. hehhehheh.

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KarTaniK
I gave up trying to come up with my own sig.

(This message has been edited by KarTaniK (edited 07-10-2003).)

(This message has been edited by KarTaniK (edited 07-10-2003).)

Quote

Originally posted by KarTaniK:
Ok, thank you to both of you. But i still need to know more about my 2nd question. i have it so the planet changes to a Non-animate wormhole once destroyed, even with the animate when dead button clicked. But i have an idea that would surly work, but i am not sure as to how exactly. It is as follows:
I am thinking that once the planet is destroyed, it activates another system indentical to it(made from scratch of course) to replace that system, but with a Ship hungry worm hole.

That's the right idea. You'll have two identical systems except one will contain a planet and the other will use a wormhole but located in the same spot. Both systems should have an ncb in their visibility fields. The first system should look like !bXXX while the second will be bXXX. Then, for the planet's spob resource, set it's onDestroy field to set bXXX. That should do it. Just make sure that the two systems are identical and contain the same links to all the proper systems. Since there will be two system resources acting as one you have to make sure that all the surrounding systems have links to both systems.

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((Ż'ˇ.¸(Ż'ˇ.¸Ť•-KAME-•ť¸.ˇ'´Ż)¸.ˇ'´Ż))
I used to jog but the ice kept falling out of my glass.
(url="http://"http://www.0three0.net/l-1551/")L 1551(/url) - The official site of RONIN and The Way and the ten thousand things

This would be best off on the Dev Corner. iMove.

-J

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Being a Mac user is like being a Navy Seal: a small, elite group of people with access to the most sophisticated technology in the world, who everyone calls on to get the really tough jobs done quickly and efficiently.
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Please use the (url="http://"http://www.ambrosiasw.com/cgi-bin/ubb/search.cgi?action=intro&default;=26")Search Feature(/url) before posting
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Originally posted by Kame: "Sure. You may have to exit the system first for the graphic to change, but you'd simply cause the system to change once the planet was destroyed. The new system would contain the wormhole in the same spot as the old planet."

Not necessarily. I've never tried this, but couldn't you use the Nxxx operator to instantly move the PC to the new system?

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To quote a pillar of American society: D'OH!

i have no idea what a Nxxx is or even does. granted i am sure your question was aimed towards Kame.

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KarTaniK
I gave up trying to come up with my own sig.