Ambrosia Garden Archive
    • Newbie plug-in question


      Hi,
      I'm just making my first plugin but I ran up against a problem. I have added my ship, spin, pict and template resources to but I cant figure out how to link the ships graphics to the actuall ship or tell it what its targeting or other pictures are.
      If you want I can E-mail you what I have so far.
      Thanks,

      Ben
      (ps. I'm using Res-edit)

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    • Get Shipwrite from the EVO Utilities page. It takes care of all that stuff for you.

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      If I take a cookie, and you take a cookie, how long will it take me to beat you down for stealing my cookie?

    • You read the EV and/or EVO Bible, right?

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      P L A T Y P U S

    • Once you've familiarized yourself with the bible, get your hands on the EVO Formula Calc. It makes all of the calculations much, much easier. It's available here:

      (url="http://"http://members01.chello.se/warlordpontus/ev/evocalc.html")http://members01.che...ev/evocalc.html(/url)

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      Jon Potter
      Thank you for your cooperation. Good night.

    • I already read the EV bible but it doesn't tell anything about linking the ship, spin, pict and desc resources.
      I downloaded evo formula calc and tried that but it didn't work so I was wondering if having the right ID's is the only way its linked or not.
      Thanks,

      Ben

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    • Quote

      Originally posted by Blue_Leader01:
      **I downloaded evo formula calc and tried that but it didn't work so I was wondering if having the right ID's is the only way its linked or not.
      Thanks,

      Ben

      **

      It didn't work? Hmmm... the clac should have given you the correct IDs for each of the ship "parts": sprite, mask, shipyard, icon, target, and comm. If you assigned all of the IDs from the calc to the pict for each of these "parts" it should work just fine. The fact that you say it didn't makes me wonder whether I'm even answering the right question here.

      Are you trying to get the ship to appear for the player to buy in the shipyard or are you trying to get the AI to use the ship.

      If it's the former and the ship isn't showing up, the problem could be the tech level or a missionbit. Try setting the ship's tech level to "1" and make sure its missionbit is "-1".

      If it's the latter, you'll need to create a dude resource that points to the relevent ship. Then make sure that dude is used in one or more Systs.

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      Jon Potter
      Thank you for your cooperation. Good night.

    • Also, make sure the spďn's ID is the same as the shďp's ID

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      M'enfin!
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    • I'm trying to get it so you can buy the ship at any shipyard so its techlevel is -1.
      The problem I had before was its ship resource was 192 (too high) When I changed that (to 191)it still doesn't work and I think this is because I forgot to add a str# resource. I tried to do this but I'm not quite sure how to add strings for the ships long, short etc... names. If someone could show me a example that'd be great.
      Thanks,

      Ben

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    • Quote

      Originally posted by Blue_Leader01:
      **I'm trying to get it so you can buy the ship at any shipyard so its techlevel is -1.

      **

      Try making the TechLevel 1. Then the ship will be available at any planet wiht a Techlevel of 1 or higher (which is every planet with a Shipyard in most cases).

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      P L A T Y P U S
      "Be a beauty. Be a beast. Just Be." (corporate slogan of Be Inc.)

    • Ok I fixed it (The pict IDs in the spin resource were bad).
      Thanks to every on who replyed.
      Ben

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    • Quote

      The problem I had before was its ship resource was 192 (too high) When I changed that (to 191)it still doesn't work and I think this is because I forgot to add a str# resource

      just in case you don't know, 191 is the escape pod resource. you can still use it (in fact, it makes for a really fun ship if you're into shooting at people w/o them being able to shoot at you), but there's two things that happen:

      1. when someone (yourself included) ejects, one of these is added at their ship's position and heading travelling at (i think) maximum velocity (it can't turn or shoot, but it's kinda annoying to blow up a freighter and suddenly see a cruiser in its place)
      2. anyone in this ship can't be hit (well, at least not directly- i killed cap'n hector several times back in the day, using splash damage), shots just pass through them. that means you can give the player an invincible ship, make your own cap'n hector style ships, and whatever else

      oh, and a side thought to help you for future developing: blank resources (such as forgetting to update the str# resources when you add a ship) don't cause problems- it's only bad when there's no resource with the id number ev is expecting. i don't know what happens if it can't find a resource of the right id, but it's probably not good (though i've been known to leave out desc resources, usually w/o any noticable consequences). anyway, the point of my rambling was this: if you've got a problem with a ship, the best place to look is the associated spin

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      (This message has been edited by nighthawk (edited 06-11-2001).)