@starbridge21, on Apr 10 2007, 02:32 PM, said in Escape Velocity: Collision:
How does a laser spin...? :huh:
Well, in reality it wouldn't. In a plug, it does because I checked the "Spin Continuously" flag on all the weapons.
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What's a beam then?
Not a sprite. I don't know the technical term, but EVN draws them on the screen.
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How do you know which I.D. number is assigned to which resource? For example, I made a weapon and gave it the I.D. number 128 and it just ended up being a light blaster; I changed it to 228 and it was a solar panel. What I.D. number do I give a new resource? :wacko:
Lemme use a visual aid. Unfortunately, its not EVNew, I can't show you that. But it shouldn't be to dissimiliar on this screen.
Under the column type, these are all the different kinds of resources in Nova. As you can see in this file (Nova Data 4), it has outfits, picts, pers, weapons, which Mission Computer conviently bolds. Now, I have the section for weapons opened up, which now displays all of the weapon resources in this file. Below the column ID is the resource's, well, ID. These always start at 128 and go to rather high numbers. Next to it is the resource name, which isn't required by really dang convient, and fortunately Nova names almost all of its resources in the Data Files.
Now, the I.D. you give a new resource is usually whichever one is next open. In the stock scenario, that is 235. Weapons do not correspond to specific outfit IDs. The next available outfit is 444, in which that resource you'll want to point to the new weapon, 235. The outfit resource isn't actually required, but that means you can't buy it and if you do aqquire the weapon, it'll vanish if you visit the outfitters, so it makes sense to use it for anything you want the player to use.
If you're changing an existing resource, there is no need to make a new one to have the changed occur. Also, keep in mind Nova loads in a specific fashion. It first loads everything in the Data Files folder in alphabetical order, followed by the plug-ins folder in alphabetical order. Whatever is loaded last will take precedence. So a plug altering the Light Blaster (128) will always take precedence over Data File 4. Assuming the plug is called Light Blaster, a plug called Zeta Beam that replaces 128 with a new weapon will always take priority over the others that load before it, which means now you'll have Zeta Beams instead of modified Light Blasters.
Disclaimer: All plug names are used for examples and, to the best of my knowledge, do not exist. Any existance of plugs by said names is purely coincidental.
Its really much less confusing once you figure out that basics.
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Who's Belthy?
Belthazar, guru of asteroid mining and probably the most knowledgable about all things related to Win EVN.