hydrocarbn

hydrocarbn

Joined Member # 2940422
48 Posts 1,753 Replies 16,038 Reputation

Since (afaik) you can change the mesh on the fly in Entrenchment, why wouldn't you just replace the mesh with a blank one for the duration of the cloaking ability?

52 Replies 39,337 Views

I've got plenty of 35+ point models working fine, it's probably something like 64. Offsetting the ship itself should work, it's based on mesh origin, so I dunno.

3 Replies 2,466 Views

Yes, out of all the arbitrary, hardcoded stuff that could be relaxed to help [i]everyone[/i], a handful of TC modders that want a cloak is worthy of a "petition". This is insane, it's been a year since the game's release and we've got some unit limits relaxed, this is not the thing to be concerned about. "Petitions" don't accomplish anything and while there's no reason people shouldn't be more vocal about limits this is the wrong way to go about it. e: Sorry, I don't mean to be hostil

21 Replies 72,358 Views

Huh, for some reason that file isn't in my reference data pack yet the mod I have runs fine without it. Thanks.

3 Replies 4,690 Views

[quote who="StCobalt" reply="8" id="2107062"] what would be nice though, if it were implemented, would be the ability to turn these animations on and off (or have a slider like engine trails that show how detailed weapon turret animeations are)[/quote] Impossible to synchronize across players using different settings unless turret spin time is 0 (infinite speed), as the player with animations turned off would see the ship fire quicker than the person with it on. e: I guess you

11 Replies 5,347 Views

Where is it, exactly? I don't see much in the way of CAPITALSHIP_TECHSUPPORT_ONGENERALORDERISSUED_0 for example n SoundEffects.sounddata. e: urgh, looks like it directly references the ogg unlike every other SoundID entry ever, never mind e2: actually it isn't because it whines about not finding a soundid! so the question's still valid

3 Replies 4,690 Views

If it's not [link="https://forums.sinsofasolarempire.com/306405"]here[/link], it's not possible. And no, you can't just replace the fighter def through research, it needs to be unlockable.

6 Replies 4,064 Views

There is a difference between arbitrary hardcoded limits and throwing in random syntax on various lines and expecting it to work. I don't add "numFinishConditions 1" to a entity definition for a battlecruiser - there's no reason to think that a ship that doesn't have levels will work if you define level parameters for it.

5 Replies 4,966 Views

Re; it being AI only: that's fine I guess, but can you imagine working on a TC mod for 1-2 years, incorporating all the Entrenchment stuff into it, etc, then saying the thing's MP-only because the AI can't build strike craft properly? To me that seems hilariously broken. I'd imagine the same squad def would be broken, so you'd probably have to rename one. But to impact usability like that is crazy.

15 Replies 13,940 Views

If I'm understanding this right (and I assume I am), this sort of thing is why people complain about the more arbitrary hardcoded limits. I wish the capitalship entitytype was available for usage outside the cap factory so people could circumvent all this craziness (padding [b]frigates out with duplicate squad defs[/b] just to get a certain # of squadrons to work??? why is # of command points linked to # of types of fighters in the first place?). It's already a pain in the ass to port stuff t

15 Replies 13,940 Views

Yes, no, no, easy, yes but Sins doesn't like it, extremely basic, yes (18 frigs, 9 caps), yes. If you buy this game expecting it to be flexible for modding expect to be disappointed. There is just as much "poor developer support and gamebreaking issues with the engine" here as anywhere else.

31 Replies 14,491 Views

Yeah, should be able to do the trail idea then just not define the missile mesh in the particle for the travel effect. Done it before on accident.

1 Replies 4,097 Views

Actually, a missing alpha will default to black - exporting ARGB using the nVidia plugin will strip the alpha channel if there's nothing there anyway, and the game will just plug along thinking there isn't a team color channel. But if the channel's white, you will definitely get that problem.

5 Replies 26,738 Views

The game takes both direction of origin and the order you put them in into account. If there's a Weapon-0 that points backwards and you have a front weapon bank damage in your first weapon definition, god help you.

3 Replies 1,498 Views

Are these purely cosmetic (for differentiating types of weapons as strings) or will designating, say, a anti-fighter missile as a WeaponClassType "PLASMA" cause problems? Do they inherently have any damage effects or is that all determined by the AttackType?

3 Replies 2,505 Views