Ambrosia Garden Archive
    • ouft/weap problems in nova


      Question 1: If I want to have various weapons which hold their own ammo (like a missile rack) so as ammo doesn't weigh anything, but their are still limitations on how much you can have. I want to have a missile rack which can hold four missiles, so if you have two racks, you can have a max of 8, and so fourth. The way I've done this is in the weap resource I have put max ammo as 4, and in the ouft resource for max I have put -1. Now It will not let me purchase any of this ammo type at all even when i have none. And when I raise the max in the ouft resource it seems to be dependent on that, rather then the weap resource at all. what is the problem?

      Question 2: In my TC I have a flak cannon which is similar to the one in Ares. One shot is fired which explodes into others which explode themselves. I have set the blast radius to 80, and the prox radius is at 30 or something. When I fire it at a ship and damage the ship extensively (I'm talking getting rid of its shields completely, also at interceptor ships in their own systems...) it doesn't seem to make them hostile towards me, and as soon as I shoot them with another weapon like a laser cannon they are hostile straight away. Is it something to do with the blast radius?

      Question 3: Also with my flak cannon is there anyway I can get the sub munitions to last varying times, so some fire a long distance and others blow up straight away?

      Question 4: (so many, jease) This is to do with ships in the misn resource. I have two misns, one activates a set of ships that want to kill you, and for shipgoal you have to kill them. I have a second (and invisible) mission which is activated at the same time as the first which sends another group of ships in which are enemies of the first lot, however, they just don't want to attack the first lot of ships, instead they just go away without carring. I dont want to have the ships protect the player, just act for themselves and go after their enemies. How is this done, or what are the problems with what I've done?

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      The galaxy is about to become apocalyptic: (url="http://"http://3114.spyw.com")3114:A Nova TC(/url)

    • 1: the maxammo in the weap resource should be 4 (or whatever you want) and the max in the outf resource for the ammo should be 4 (or whatever) times the max in the outf resource for the weapon (i.e. missile racks hold 4, and you can have 4 of them, then you should be allowed to have 16 missiles). i haven't seen this part not work, though i have seen problems with modtype 27 outfits (i think that's the one which increases the max). i tried to design a fighter bay and a fighter storage bay so that each fighter bay and each storage bay can hold 1 fighter (fighter max of 1, requires 1's bit; fighter bay is weapon and has modtype 27 pointing to fighter, as well as contributes 1's bit; storage bay has modtype 27 pointing to fighter and contributes 1's bit). the result was that i could get 1 fighter if i had any fighter bays (regardless of how many), otherwise i couldn't get any. maybe your problem is similar to this

      2: i don't know who owns submunitions (by owns i mean who is considered to be the one who fired them). try it w/o the submunitions (keep the prox radius and blast radius constant). if it pisses them off, then you know it's the submunitions. i don't know that blast radius affects it, but that would be something to try on the one w/o submunitions if it still doesn't piss them off

      3: i'm pretty sure that all submunitions created by a shot are identical, and i can't find anything that can be abused to do it

      4: is the second group outnumbered? is their behavior set to default? is their ai type something which would attack the first group? you may try setting both sets of ships to default behavior to see what happens (maybe they won't even attack each other in the wild)

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      you want to know if i'm moral enough to join the army, burn women, kids, houses, and villages, after being a litterbug?

    • Quote

      4: is the second group outnumbered? is their behavior set to default? is their ai type something which would attack the first group? you may try setting both sets of ships to default behavior to see what happens (maybe they won't even attack each other in the wild)

      That second group is outnumbered. Their behaviour is set to default. They are interceptors.

      Thanks for you help - how do you get ships to not give a damn if they are outnumbered or not?

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      The galaxy is about to become apocalyptic: (url="http://"http://3114.spyw.com")3114:A Nova TC(/url)

    • the easiest way to make them not care about being outnumbered is to make copies of their ships and give them higher strengths. if you make the enemies always attack the player, then they won't jump out, so you can set the strength of each of the friendlies to the sum of the strengths of the enemies (i.e. if the first group consists of four ships, each with a strength of 5, then set the strengths of all of your copy ships for the second group to 20).
      as an alternative, if you don't mind all ships of the government to act the same way, just go to the gövt resource and set the maxodds (or whatever it's called) to some insanely high number

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      you want to know if i'm moral enough to join the army, burn women, kids, houses, and villages, after being a litterbug?

    • Quote

      Originally posted by nighthawk:
      **
      as an alternative, if you don't mind all ships of the government to act the same way, just go to the gövt resource and set the maxodds (or whatever it's called) to some insanely high number

      **

      Or create a duplicate of the gövt with the Max Odds value higher as nighthawk describes (which is how ATMOS did it for Nova).

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