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geofreitag
13th Feb 09, 11:23 AM
I figured I may as well start a full topic and just add to it as I think of more things to ask

1) Is it possible to make a research item destroy an object?
The scenario: Pirate race captures a Hgn SY with a CapShip Facility on it. this unlocks a pirate research item "Retool CSF", which, when complete, destroys (or retires) the Hgn CSF and replaces it with an insta-build Pir CSF. I know how to do it in a round-about way, but its tedious and annoying.
A: Apparently HW Universe mod is doing something similar, it requires a lot of scripting. Also have to find the posts on getting capured ships to build.

2) Is there a way to make a research spawn an object?
The scenario: Pirate 'researches' Black Market Ion Cannon Frigate and gets AN ICF. (if ICF has an ion cannon module, it can key a reverse engineering research to let player unlock it for production).
A: No, because HW2 CTDs with a buildtime = 0. did something else instead.

3) In the missile file, where it has Build Family = Not Buildable, does that mean I can set it to something that is, add it to the build lua and have a single use missile? (this would be great for limiting nuclear ordinance)

4) Is it possible, using the survival script or the convoy script (which are around here somewhere), to give spawned ships random modules?

4.5) what's a good resource for learning the scripting stuff?

well, i'm off to do some experimenting. If i've asked something that's already been done, please point me to it.

muckypup
13th Feb 09, 1:02 PM
3) In the missile file, where it has Build Family = Not Buildable, does that mean I can set it to something that is, add it to the build lua and have a single use missile? (this would be great for limiting nuclear ordinance)

In Complex you can build missiles that can only target capships (within range), or return to the mothership in parade. Is this like what you mean?

Joe 2987
13th Feb 09, 7:05 PM
1. I'm pretty sure no.
2. Again, I'm not sure, but I think no.
3. You can do that by building a Kamikaze ship with a missile model and make it buildable.
4. Not sure.
4.5. Karos Graveyard (http://hw2bsg.org/wiki.hw2.info/KarosGraveyard.html)

geofreitag
15th Feb 09, 1:31 PM
bugger. yeah, HW2 not liking Insta-build kinda nixes a lot of what i wanted to do..
I'd rather not go the kamakaze ship = missile route because then i'd have to go through and add launch paths to any ship i wanted to fire it.
In Complex the missiles are actually independant subsystems, they do behavioral things i dont like.
Edit oops they Are actual ships. i have never seen one explode though, they just keep bumping into the target until they get shot.
end edit
only Karos, damn, i always get so lost and confused reading the tutorials on karos...
Thanks though.

geofreitag
16th Feb 09, 11:28 AM
OK, new a question!
What part of coding lets you actually use special actions (the part that actually fires the scouts EMP when you press E, or Cloaks when you press C)
everything else about the weapon works when i changed the research to "Use special in normal attack", but if its just "Special Attack", i end up with no way to activate it.

Enuna
16th Feb 09, 4:52 PM
Well instead of starting my own thread I figured I'd just ask my question in here. Is it possible to create an animation for a weapon where it can revolve around a ship? Say a fighter flew from a point above a frigate to a point below it, is it possible to have the turret track down the side of the frigate to keep its sights on the fighter?

BloodFleet
16th Feb 09, 5:57 PM
For #2 in FX mod, I could do that.

Turanic Raiders can research a pirate thing in the utility section, which hyperspaces in a refinery.

FX mod also has revolving turrets (around the progenitor Arsenal Ship)

Quaetam
16th Feb 09, 6:25 PM
Geo, about #1, if you want to get captured ships to build contact me. I can give you a very detailed explanation, as a long while ago I scripted the Hiigarans and Vagyr to be able to capture each others' ships and build from them.

Enuna, I don't think it is possible to get turrets to move at all. Well, it might be possible via animation, but I have absolutely no experience in that field and am not the person to eat.

EDIT:Based on what Blood said I guess turret movement is possible after all. However, they may have simply centered the turret inside the ship somewhere and created its slaves and muzzles on the surface so that they will appear to move. That or animation as stated above :).