I'm sure i could figure out these things by testing, but id rather see if i can't tap into the collective genius here first.
While penciling out a few ideas for a major plug im gonna do independently (thus vaporware guilt free...) I stumbled upon a few things...
- What are all the strings and what do they refer to? I guess i could just open each of em one by one and edit them, but a collection of their uses would be nice. Its mentioned in the bible only in passing.
2)Is there a max to the number of crons you can have in a plug? I noticed that crons have the unique property of never being referred to, only being activated by msn bits, so it would make sense for the ID to be irrelevant and unlimited... so the only limitation is that every time a mission bit is set/a day passes all the crons get tested? This probably takes relatively no time... so whats a reasonable ceiling?
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Keycarried ships... I was thinking of one of my larger ships main weapon being a forward firing beam, but the beam is also mounted on an independant platform, so you could split it off and run around seperately. id use the "only fires when keycarried ship aboard" flag in the weap to implement it, but how would it look? when you fire off fighters, they shoot out of the front properly, but when they return they just sorta pop in... is there no way to force the ship to match velocities and sorta back in th eway it came out (or something similar)?
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Another graphics based game engine question... 64 ships is sorta limiting for 'epic' battles, so i was thinking of workarounds. One was to make a ship that was actually a small squad of fighters, say a pack of 6 ships. When this ship is destroyed, it fires an escape ship similar but of only ~4 fighters together, etc... Has anyone gotten anything reasonably decent out of an implementation like this? You could use clever animation and banking frames to have the subships move relative to eachother in a very cool looking way, or perhaps even use the 'folding' frames for attack run formation. I could see that working out nicely, just the problem of the single reading of shields. I guess thats a reasonable price to pay for saving 5 valuble slots in a system. One problem i only just realised is that this wouldnt work for fighters at all... since the bay would be for the 6 at once ship. Hmm..
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Syst exchange still isnt working out for me. Ive set up a ring of 7 systems each with 4 different versions for different govs. The visibilty is all set by perfectly mutually exclusive mission bits, and the hyper jumps are all set up only for the first governments systems connecting to their own. Shouldnt it still work out if, say, sytem 200 was linked to system 201, then i negate the visibiity for 200 and add in 400 in the same place (is same name neccessary too? the bible is inconsistent) and do the same for 201->601? Would 400 be linked to 601? Or am i pushing my luck... There are technically enough fields for a universe with 4 interchangeable govs for each syst and no syst with more than 3 neighbors... but thats 15 more fields i need to fill per entry. Also, the bible mentions it wont pick a random spob if it might not exist later in the game. If every spob can be subbed out, will it just default to random again? or does it choke...
(I realise the engine isnt exactly built for what im doing, but im going more for technical merit anyway. Limit pushing is most fun.)