Discussion and information relevant to creating special missions, new ships, skins etc.
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Gimi
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by Gimi » Mon Feb 07, 2011 11:11 pm
Griff
Can this be used as a decal on one of your containers. Still working on it, the image didn't scale well when reducing size to 256-128.
"A brilliant game of blasting and trading... Truly a mega-game... The game of a lifetime."
(Gold Medal Award, Zzap!64 May 1985).
Cody
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by Cody » Tue Feb 08, 2011 11:18 am
The Griff all-in-one OXP seems to download fine now.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
Griff
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by Griff » Tue Feb 08, 2011 12:42 pm
@El Viejo, the dual laser problem you're seeing on the gecko is probably coming from some sort of like_ship in the toughguys oxp, there's probably a ship in there that is like_ship'ing to the griff_gecko but also has a forward weapon defined in it's shipdata, so it inherits the laser firing subentity from the gecko and also has it's own laser, so it ends up with two
@ Gimi, Thanks for updating the wiki page, I think that design will work really great on the containers, i'll add it into the oxp this evening and post up a screenshot
Cody
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by Cody » Tue Feb 08, 2011 1:12 pm
Hi Griff... yeah I'll try and check that out.
I think there's a couple of very tiny errors in the all-in-one that I downloaded today, in the Gecko gun subent:
Lines 4361 and 4363:
Code: Select all
"griff_gecko_gun_diffuse.pn" =
{
diffuse_map = "griff_gecko_gun_diffuse.pn";
I've changed that to .png in mine.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
Smivs
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by Smivs » Tue Feb 08, 2011 1:37 pm
Hi Griff, it's not like_ship'd it's just a shipdata-overrides.plist to (mainly) beef-up the weaponry and defences.
Code: Select all
"griff_normalmapped_gecko_NPC" =
{
energy_recharge_rate = 7.2;
forward_weapon_type = "WEAPON_MILITARY_LASER";
"laser_color" = orangeColor;
has_scoop = yes;
has_shield_booster = yes;
has_ecm = yes;
missile_role = "EQ_HARDENED_MISSILE";
name = "Gecko";
};
"griff_normalmapped_gecko_sharkteeth_decal" =
{
energy_recharge_rate = 7.2;
forward_weapon_type = "WEAPON_MILITARY_LASER";
"laser_color" = orangeColor;
has_scoop = yes;
has_shield_booster = yes;
has_ecm = yes;
missile_role = "EQ_HARDENED_MISSILE";
name = "Gecko";
};
I can't see how this can cause this twin-laser effect. Any thoughts?
Commander McLane
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by Commander McLane » Tue Feb 08, 2011 1:51 pm
Smivs wrote: Hi Griff, it's not like_ship'd it's just a shipdata-overrides.plist to (mainly) beef-up the weaponry and defences.
Code: Select all
"griff_normalmapped_gecko_NPC" =
{
energy_recharge_rate = 7.2;
forward_weapon_type = "WEAPON_MILITARY_LASER";
"laser_color" = orangeColor;
has_scoop = yes;
has_shield_booster = yes;
has_ecm = yes;
missile_role = "EQ_HARDENED_MISSILE";
name = "Gecko";
};
"griff_normalmapped_gecko_sharkteeth_decal" =
{
energy_recharge_rate = 7.2;
forward_weapon_type = "WEAPON_MILITARY_LASER";
"laser_color" = orangeColor;
has_scoop = yes;
has_shield_booster = yes;
has_ecm = yes;
missile_role = "EQ_HARDENED_MISSILE";
name = "Gecko";
};
I can't see how this can cause this twin-laser effect. Any thoughts?
Well, yes: it contains the line
forward_weapon_type = "WEAPON_MILITARY_LASER";
, whose sole purpose is to give the ship a
forward weapon . Add to that the weapon in the subentity, and what do you get?
Two forward weapons. In other words, two different lasers where there only should be one.
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by Smivs » Tue Feb 08, 2011 1:55 pm
Ah, you could be on to something there.
Can somebody check....has the laser sub-entity got the weapon type specified, not the main ship?
Commander McLane
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by Commander McLane » Tue Feb 08, 2011 1:58 pm
Smivs wrote: Ah, you could be on to something there.
Can somebody check....has the laser sub-entity got the weapon type specified, not the main ship?
Well, I guess so, because that's pretty much the
point of the laser subentity.
Smivs
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by Smivs » Tue Feb 08, 2011 1:59 pm
I've asked EV to check, and if Griff comes along he will know.
Smivs
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by Smivs » Tue Feb 08, 2011 2:00 pm
Just a though, going off at a bit of a tangent, would this actually give the ship two working, effective lasers?
Cody
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by Cody » Tue Feb 08, 2011 2:03 pm
Does this answer the question... damn, I need some coffee!
Code: Select all
"griff_normalmapped_gecko_NPC" =
{
aft_eject_position = "0.0 -14.0 -28.0";
ai_type = "pirateAI.plist";
cargo_type = "CARGO_NOT_CARGO";
energy_recharge_rate = 4;
exhaust = ("0.0 0.22461 -20.0 3.4 3.5 5.0");
forward_weapon_type = "WEAPON_NONE";
frangible = "false";
has_scoop = yes;
has_shield_booster = 0.4;
likely_cargo = 1;
materials = [code]
[/code]
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
Smivs
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by Smivs » Tue Feb 08, 2011 2:05 pm
Sort of, can you post the bit relating to the gun sub-entity as well, pretty please?
Cody
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by Cody » Tue Feb 08, 2011 2:10 pm
See irc.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
Commander McLane
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by Commander McLane » Tue Feb 08, 2011 2:12 pm
The answer is already in the bit posted:
Code: Select all
forward_weapon_type = "WEAPON_NONE";
In other words: the main entity does not have a weapon, which means that the weapon comes from the subentity.
Therefore any ship based on this ship should also not have a forward laser on its main entity, if not deliberately to give it a twin laser.
Smivs
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by Smivs » Tue Feb 08, 2011 2:15 pm
Thanks EV. Thanks McLane.
yes, it seems that the laser is part of the gun sub-entity (not a surprise) and therefore TG2 is giving these two guns.
This should be relatively easy to sort out, I think.