Search found 471 matches

by dertien
Sun Aug 24, 2014 12:24 am
Forum: Expansion Pack
Topic: Getting the current engine thrust level
Replies: 3
Views: 3148

Re: Getting the current engine thrust level

Welcome to the boards streb2001 Nice job on the script, I was thinking about missing engine sound for the player only yesterday. Excellent! Thank you, that works nicely. I now have a custom engine roar whose volume is proportional to my speed. btw I have done this by hacking the main script in the B...
by dertien
Sun Aug 24, 2014 12:12 am
Forum: Expansion Pack
Topic: Split: Deployable subentities
Replies: 99
Views: 23652

Re: Split: Deployable subentities

Ok, got this stutter issue sorted by getting rid of the timer and using only functions instead. Everything is working perfectly now without stuttering. So instead of using this function: this.checkNPCalert = function() { if (this.ship.hasHostileTarget == false || this.ship.alertCondition == 2) { thi...
by dertien
Sat Aug 23, 2014 7:10 pm
Forum: Expansion Pack
Topic: Split: Deployable subentities
Replies: 99
Views: 23652

Re: Split: Deployable subentities

I am having a little issue, which is bugging me bigtime. In the npc_cobramk3_actions.js file (ZZ_HPC_Cobra_mk3.oxp) there is some code that checks the status of the NPC's hostility and opens/closes weapon bay doors for the NPC's based on a the timer which seems to cause a "stutter" ingame, right aft...
by dertien
Sat Aug 23, 2014 4:32 pm
Forum: Expansion Pack
Topic: [RELEASE] High Poly Classic Modpack V1.01 - 12/09/2014
Replies: 102
Views: 42863

Re: [REL] Cobra Mk3 (Hi Poly Classic) beta 3 Release AUG 22

That should be pretty straightforward and not particularly daunting assuming your GPU is not defective. If you're on windows and don't want yo risk screwing things up then what you can do is : - create a restore point - go to the radeon website, probably the support section, and if it works like nvi...
by dertien
Sat Aug 23, 2014 1:20 pm
Forum: Expansion Pack
Topic: [RELEASE] High Poly Classic Modpack V1.01 - 12/09/2014
Replies: 102
Views: 42863

Re: [REL] Cobra Mk3 (Hi Poly Classic) beta 3 Release AUG 22

It is always good practice to read the first post again, as I change it when something new happens. Since this ship not only implies eye candy but also gameplay mechanics, it's not necessarily a no brainer like ships that just have basic Plists, and model. However, judging by your post I am glad it ...
by dertien
Sat Aug 23, 2014 11:06 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1484
Views: 394171

Re: Scripters cove

Thanks Cim,

As you said earlier, this one needs skill. Thank you for your time and good advice.
by dertien
Fri Aug 22, 2014 9:42 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1484
Views: 394171

Re: Scripters cove

Possible workaround solution for equipment attached to subentity destroy and purchase mechanics for the player ship. Just would like to know if this could circumvent the fact that there is no subentities.add, and if I missed any steps with my reasoning. OPTION A Check damage status of purchased equi...
by dertien
Fri Aug 22, 2014 2:56 pm
Forum: Expansion Pack
Topic: [RELEASE] High Poly Classic Modpack V1.01 - 12/09/2014
Replies: 102
Views: 42863

Re: [REL] Cobra Mk3 Hi Def (HPC) beta 3 Release AUG 22 2014

New features in the pack, read first post please, and enjoy the release. :wink:
by dertien
Fri Aug 22, 2014 9:36 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1484
Views: 394171

Re: Scripters cove

Thx Cim, that works now. :D
by dertien
Fri Aug 22, 2014 2:38 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1484
Views: 394171

Re: Scripters cove

Player ship already works, trying to find same for NPC's but: this.$checkNPCalert = function() { if (this.ship.hasHostileTarget == false) { this.$laserDoorClosed(); } if (this.ship.hasHostileTarget == true) { this.$laserDoorOpen(); this.ship.commsMessage("DEBUG ATTACKING"); } } Is there another way ...
by dertien
Thu Aug 21, 2014 2:01 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1484
Views: 394171

Re: Scripters cove

Thx Wildeblood, that worked :)
by dertien
Thu Aug 21, 2014 1:33 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1484
Views: 394171

Re: Scripters cove

can someone tell me what the correct code is to check if the player ship weapons online button has been pressed ? this.isLaserOnline = function() { if (this.weaponsOnline == true) { player.consoleMessage("Debug MSG:Weapons Online"); //this.laserBayDoorOpen(); } if (this.weaponsOnline == false) { pla...
by dertien
Tue Aug 19, 2014 11:25 am
Forum: Expansion Pack
Topic: Split: Deployable subentities
Replies: 99
Views: 23652

Re: Split: Deployable subentities

I think I just have to split up the code for NPC's and Player into two different javascript files. This should solve the conflict problems.

EDIT:

Most problems have been resolved up until now.
by dertien
Tue Aug 19, 2014 10:19 am
Forum: Expansion Pack
Topic: Split: Deployable subentities
Replies: 99
Views: 23652

Re: Split: Deployable subentities

1) what doesn't work? 2) it'd be easier if you provided a beta version to go with HPC.oxp to test. Yes, That was the plan, apparently I forgot to press the send button in this post, after updating the main HPC Cobra Mk3 thread. Made some last code changes, testing results welcome. The link is alrea...
by dertien
Mon Aug 18, 2014 9:06 pm
Forum: Expansion Pack
Topic: Split: Deployable subentities
Replies: 99
Views: 23652

Re: Split: Deployable subentities

Right, here's what I've got so far after some spit and polish. Still needs some testing, some things not yet working. this.name = "HPC Cobra Mk3 ship scripts"; this.author = "Cim, Dertien"; this.contributors = "Cim, Neelix, Zirael, Eric Walsh"; this.copyright = "Attribution-NonCommercial-ShareAlike ...