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by dertien
Wed Aug 13, 2014 9:22 pm
Forum: Expansion Pack
Topic: Split: Deployable subentities
Replies: 99
Views: 37839

Re: Scripters cove

sure, give me a minute
by dertien
Wed Aug 13, 2014 9:18 pm
Forum: Expansion Pack
Topic: Split: Deployable subentities
Replies: 99
Views: 37839

Re: Scripters cove

Still nothing :( , the lights are still there
by dertien
Wed Aug 13, 2014 9:11 pm
Forum: Expansion Pack
Topic: Split: Deployable subentities
Replies: 99
Views: 37839

Re: Scripters cove

well, I thought that it would certainly be picked up there, instead of all the way up there, but ok, I will put it back on top, since otherwise I will have to repeat it for each case correct ?

let me see what that does.
by dertien
Wed Aug 13, 2014 9:01 pm
Forum: Expansion Pack
Topic: Split: Deployable subentities
Replies: 99
Views: 37839

Re: Scripters cove

Well, I tried out what you said, and still no dice. There is however 2 parts to this script. I understand that more than likely the NPC's and the player versions will have different scripts, for the issues you pointed out. So I am first struggling with an NPC version that would remove subentities as...
by dertien
Tue Aug 12, 2014 12:31 am
Forum: Expansion Pack
Topic: Split: Deployable subentities
Replies: 99
Views: 37839

Re: Scripters cove

Dear Cim, I have been trying out different methods for hours now of getting the code you suggested to do anything ingame and copying it everywhere and nowhere, trying out different combos, but I am really pulling my hairs out now... since nothing seems to be working. As far as it goes the code in th...
by dertien
Mon Aug 11, 2014 12:12 pm
Forum: Expansion Pack
Topic: Split: Deployable subentities
Replies: 99
Views: 37839

Re: Scripters cove

Okay,

I'll have a go with some different values, thanks for the useful info.
by dertien
Mon Aug 11, 2014 1:15 am
Forum: Expansion Pack
Topic: Split: Deployable subentities
Replies: 99
Views: 37839

Re: Scripters cove

Ok Cim, Following up on what you all said concerning hit points, would you mind taking a look at this spreadsheet file and tell me what you think about the values: https://app.box.com/s/3skqwkjh9oea69p1rtwo I honestly don't understand how the damage transfer calculation is done, so I left that open....
by dertien
Sun Aug 10, 2014 9:53 pm
Forum: Expansion Pack
Topic: Split: Deployable subentities
Replies: 99
Views: 37839

Re: Scripters cove

Much obliged :wink:
by dertien
Sun Aug 10, 2014 9:17 pm
Forum: Expansion Pack
Topic: Split: Deployable subentities
Replies: 99
Views: 37839

Re: Scripters cove

Where can I find the damage per second for a beam laser please ? Did see it in the Javascript reference yesterday, but cannot seem to find it again.
by dertien
Sun Aug 10, 2014 3:10 pm
Forum: Expansion Pack
Topic: [RELEASE] High Poly Classic Modpack V1.01 - 12/09/2014
Replies: 106
Views: 74115

Re: [REL] Cobra Mk3 Hi Def (HPC) beta release

Hey Zireael, thanks for testing. I have made some changes to the external and internal views and uploaded a new version: I am working on a script now so the one in there is pretty basic, just gives you some general info on the destroyable pieces. I have a pretty good idea now how to get subentities ...
by dertien
Sun Aug 10, 2014 1:50 pm
Forum: Expansion Pack
Topic: Split: Deployable subentities
Replies: 99
Views: 37839

Re: Scripters cove

interesting :wink:

Okay, I will work out what I have and then post a test version of my messy code here when done soon.

Thanks Cim. Enjoy ur Sunday
by dertien
Sun Aug 10, 2014 1:18 pm
Forum: Expansion Pack
Topic: Split: Deployable subentities
Replies: 99
Views: 37839

Re: Scripters cove

Ah thanks, I thought this value was solely related to shield energy and not toughness itself, giving more energy for the shield instead of hitpoints to every subentity by adding max_energy... That's good to know. I guess giving a reasonable max_energy value to gameplay related subents is mandatory, ...
by dertien
Sun Aug 10, 2014 12:33 pm
Forum: Expansion Pack
Topic: Split: Deployable subentities
Replies: 99
Views: 37839

Re: Scripters cove

Another little question, is there a way to give a subent more "hitpoints" or make it tougher against laser fire (not missiles) ? The large cargo bay should obviously be able to take more hits than a Toruspanel cover; also having your front laser destroyed (and effectively making you harmle...
by dertien
Sun Aug 10, 2014 9:15 am
Forum: Expansion Pack
Topic: Split: Deployable subentities
Replies: 99
Views: 37839

Re: Scripters cove

Thank you Cim, Instead of being completely blind, at least now, I can see some light coming through those closed shutters. :) If it's one-directional - i.e. A gets destroyed and B goes too, but if B gets destroyed A is unaffected - you should be able to make B a subentity of A rather than a subentit...