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Arrew

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Reply with quote  #16 
No, it should change to blue?

What version are you running?

I altered it when I was debugging in 2.1.9 . Perhaps that's an issue?
Arrew

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Reply with quote  #17 
Just tested it again with 2.1.9 and it works... although funnily enough it changes to blue on the GM screen when you make it hostile . don't know why [wink] . It's red to everyone else though.

Will look into it. But let me know your version. [biggrin]
cxfAtheus

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Reply with quote  #18 
We're still back on version 2.12. I will test with version 2.15 when I get the time. Hopefully Thom releases 2.2 soon so we can get caught up to you on versions.
Arrew

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Reply with quote  #19 
O...K...

So originality I programmed it for 2.1.1 . But when I debugged it using 2.1.9 I had to reprogram it.

This feature, apparently, will work in 2.1.9 but not in earlier versions... Or so I am concluding. It looks like in earlier versions it's not updating correctly... But I'm not sure if that really is the case or why. Attempting to make an enemy spontaneously change to the player side value causes a crash of the server in earlier versions.

Playing around with side values is new to me so I'd take advice from the more experienced scriptwriters in regard to it?
cxfAtheus

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Reply with quote  #20 
Glad that it works on the newest version. We kind of accepted that not upgrading to 2.15 (didn't need the War Server or that upgrade button) might cause us issues with scripts from time to time. I just wanted to make sure the function wasn't broken for every version.

Thanks for the work on the sandbox. The addition of the two missions is brilliance.

Would you be able to tell me more about the new special ships? I spawned all of them, but the only one that did anything during my small trial was the graviton, which created a black hole as soon as it spawned. The others, though, remain a bit of a mystery to me.
Arrew

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Reply with quote  #21 
Well I do want it to work with all versions, and there is no real reason why it shouldn't since the function works in a script just not with variable GM input.

But if 1.9 is out soon, and because it may just not be possible, I don't think I'll try and make a variable for earlier versions. I did try last night and it just would not work, period! Regard;ess of what I tried. What affect this will have on the PVP menu I don't know. But the other features should be ok on earlier versions. If not, please let me know.



There are intelligence reports for each of the new enemies here;

http://artemis.forumchitchat.com/post/new-enemies-7301432?highlight=enemies&pid=1286437186#post1286437186

There is a slightly better looking PDF floating around somewhere too...

There is one more special enemy to be added at a later date which is the "?" on the Specials menu. Maybe for GM Sandbox V5 [biggrin].
cxfAtheus

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Reply with quote  #22 
Those ships sound fantastic. Can't wait to use them on some unsuspecting captains.

One more question. Are the same limitations in place as far as placing wreckage and such?
Arrew

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Reply with quote  #23 
Just be careful. Generic meshes are fun but overlapping them can cause crashes.

My suggestion to any GM or DM of any group is always to have a dry run of whatever story/mission you plan on running just to make sure it works.

I have dropped collectables into the middle of wreckage a number of times and haven't had an issue yet... Yet... .
Arrew

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Reply with quote  #24 
Sorry for not uploading the brief vid I did and maps.

They're sat on my desktop I just have to actually process and upload them.


I could really do with some feedback about Corrilla. The new mechanic that movies the enemy and player ships around. It's an interesting idea but I am worried it might just plain become annoying. Also to Jump ships it makes the whole system a real nightmare! I am thinking of making it so that the effect doesn't... well effect ships with their shields raised. What do you think?

But I'd appreciate some feedback about the new system, good or bad.
cxfAtheus

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Reply with quote  #25 
I'll fiddle around with Corilla when I get the chance (maybe Wednesday). I am kind of excited to see how that mechanic works and what kind of effect it has on combat...or navigation in general.
Arrew

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Reply with quote  #26 
Thanks Atheus. Now that I've done it I think its just going to be annoying.

I'm thinking to only affects if your shields are up and if they are up it damages them slightly. Perhaps for V5.1 .
cxfAtheus

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Reply with quote  #27 
Ok. So I finally got a chance to muck about with Correlia...and I didn't notice anything messing with my ship. Can you describe what should be happening so I can tell if I was just not doing something that would trigger it, or if it wasn't working properly for me? 

I'm betting I was just testing too quickly and not encountering the effect. What should I do so I can notice it?
Arrew

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Reply with quote  #28 
yeah the effect doesn't happen all the time, otherwise it'd be too annoying.

Every 3 to 5 minutes or so I think (its random), a wave of neutron radiation blows across the sector rearranging the nebula and shunting both enemies and players around.

Science should get a pop up warning about ten seconds before the wave hits.
cxfAtheus

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Reply with quote  #29 
So, after a bit more testing, I still wasn't noticing any sort of effect. I'm not going to chalk it up to the script not working quite properly for me until I get to test it out with crews. Knowing what it does, though, sounds like it will make for some interesting combat. I'll keep you posted on how the tests go.
Arrew

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Reply with quote  #30 
Actually cxfAtheus you just found a bug!

There was a line of code that stopped the event from triggering.

Have removed it and will re-upload the sandbox.

Thanks for that.
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