Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > Star Wolves

Star Wolves 3D space RPG with deep strategy and tactical elements

Reply
 
Thread Tools Display Modes
  #1  
Old 12-30-2014, 01:46 PM
nocalora29's Avatar
nocalora29 nocalora29 is offline
¯\_ ͯ‿ ͯ_/¯
 
Join Date: Dec 2011
Posts: 518
Default @Neo Genesis

I Edited the same thing that I told you, but it seemingly has somekind of Limit...

-That I think is just collision detection, Sorry, I Don't really know how to avoid that... You could try to Delete the Torpedo's Mesh Collision spheres tho.
__________________
Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool)
Reply With Quote
  #2  
Old 12-30-2014, 01:59 PM
nocalora29's Avatar
nocalora29 nocalora29 is offline
¯\_ ͯ‿ ͯ_/¯
 
Join Date: Dec 2011
Posts: 518
Default @Goblin_Wizard

Sorry to bother you again but...

Do you maybe know how to Save global variables?, Because I'd like to save some Numbers and or Strings that I can Read/Load trough an Systems Activate.script File.

I mean something Like this:
if (VARIABLE=="2") then
-- Do Stuff

end;

Is this somehow Possible to do?
__________________
Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool)
Reply With Quote
  #3  
Old 12-30-2014, 04:41 PM
Nanaki Nanaki is offline
Approved Member
 
Join Date: Mar 2010
Posts: 338
Default

Quote:
Originally Posted by nocalora29 View Post
Do you maybe know how to Save global variables?, Because I'd like to save some Numbers and or Strings that I can Read/Load trough an Systems Activate.script File.
Code:
setglobal("x", x);
the x in quotes is the variable to be saved, while the second x is the name of the variable to be saved.

You can then call those globals from any script, so long as the script does not have a defined local with the same name.

Note that Global variables should be a last resort thing, as they generally tend to eat more resources than local variables.
Reply With Quote
  #4  
Old 12-30-2014, 04:53 PM
nocalora29's Avatar
nocalora29 nocalora29 is offline
¯\_ ͯ‿ ͯ_/¯
 
Join Date: Dec 2011
Posts: 518
Default

Sweet!, Thanks Nanaki.

@Neo Genesis:
I Really am outquestioned about the Rockets Explosion Distance

I Have no Idea in how to Increase that, I Need to do more Testing I Guess..
__________________
Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool)
Reply With Quote
  #5  
Old 12-31-2014, 03:18 AM
Neo Genesis Neo Genesis is offline
Approved Member
 
Join Date: Apr 2014
Posts: 74
Default

Hello Again How about you Nanaki , Do you Know how to increase the Area of Explosion of Torpedoes
Reply With Quote
  #6  
Old 12-31-2014, 06:53 AM
Nanaki Nanaki is offline
Approved Member
 
Join Date: Mar 2010
Posts: 338
Default

Rockets have multiple defined parts. In the Rockets.xml, you should scroll down to the detonators. Each detonator has three defined values, the last, 'explosion_distance', is what you are looking for.

Quote:
Originally Posted by Goblin Wizard View Post
Nice to see someone still mods this game. I'd like to help but I haven't been playing SW for a long time.
Nice to see you around, Goblin.
Reply With Quote
  #7  
Old 12-31-2014, 08:38 AM
Neo Genesis Neo Genesis is offline
Approved Member
 
Join Date: Apr 2014
Posts: 74
Default

Quote:
Originally Posted by Nanaki View Post
Rockets have multiple defined parts. In the Rockets.xml, you should scroll down to the detonators. Each detonator has three defined values, the last, 'explosion_distance', is what you are looking for.



Nice to see you around, Goblin.
Do You Mean This one . <explosion_distance>8.0</explosion_distance> Because if Yes . I've already tried it long ago . increasing it will only make the Torpedo explode farther away from my target. it won't increase the area of explosion.

<DistanceDetonator name="T3_det">
<time_to_live>100</time_to_live>
<damage>3000</damage>
<explosion_distance>8.0</explosion_distance>
</DistanceDetonator>
Reply With Quote
  #8  
Old 01-01-2015, 01:28 AM
Nanaki Nanaki is offline
Approved Member
 
Join Date: Mar 2010
Posts: 338
Default

Huh... I have no idea, then.
Reply With Quote
  #9  
Old 12-30-2014, 03:04 PM
Neo Genesis Neo Genesis is offline
Approved Member
 
Join Date: Apr 2014
Posts: 74
Default

Quote:
Originally Posted by nocalora29 View Post
I Edited the same thing that I told you, but it seemingly has somekind of Limit...

-That I think is just collision detection, Sorry, I Don't really know how to avoid that... You could try to Delete the Torpedo's Mesh Collision spheres tho.
? What Limit . I Tried Putting in a Number of 800000 and all it did was explode the moment it launched it didn't increase the area of damage .

But what i wonder is that the Alien Poison Torpedo . I can Edit The Infection area of that here .<poisoned_area_radius>50</poisoned_area_radius> When I change this to like 500000 every ship in the system gets infected ?

<PoisonDetonator name="AlienPoisonDetonator">
<time_to_live>1250</time_to_live>
<damage>150</damage>
<explosion_distance>15</explosion_distance>
<poisoned_area_radius>50</poisoned_area_radius>
<poison_effect_duration>45000</poison_effect_duration>
<rate_of_poisoning>40</rate_of_poisoning>
</PoisonDetonator>
Reply With Quote
  #10  
Old 12-30-2014, 04:01 PM
nocalora29's Avatar
nocalora29 nocalora29 is offline
¯\_ ͯ‿ ͯ_/¯
 
Join Date: Dec 2011
Posts: 518
Default

Probably Yes, try it out.
__________________
Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool)
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 08:35 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.