Ambrosia Garden Archive
    • non-functional weapons


      Hi - I am having a trial-run at making a plugin for EVO. So far I am just making some different outf and weap resources to replace the first few ID numbers (e.g Blaze cannons through to Torpedoes etc. . . .)

      Some of them work fine. Some of them just don't work - as soon as you purchase them in the outfitting window, they disappear from your ship.

      Plus, I noticed that one of them started working as soon as I added some more outf and weaps (ie replacing IDs 132-135 . . .). I'm pretty sure I didn't change anything else. Any ideas as to what's going on?

      I thought it might be some of my new weaps were being referred to as ammunition for others, or original EVO outfits further down the list were referring to weaps I had made in some weird way, but none of the ID numbers seem to add up to make that theory work.

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    • Make sure that for every weap resource you create there is a corresponding outf resource, and vice verse (if the outf you are creating is a weapon). If you don't, it causes the engine to behave somewhat strangely. From the bible:

      "Another Note: If you don't create an oütf resource for each weapon type, your ship's weapon loadout will be corrupted when you land on a planet. (specifically, Nova will mistakenly remove any weapons for which you didn't create oütf resources) Also, having multiple outfit items that bestow the user with the same weapon type can cause weird things to happen."

      Actually, I just noticed that this is an excerpt from the Nova bible. I thought about changing it back to the Override version, but thought I'd leave it here for the sake of novelty. The first time any of you have read anything from the Nova bible (sorry I didn't post something a little more juicy - maybe next time... :p). Having said that, the information goes for both the EV and EVO engines as well... 🙂

      Cookie @ ATMOS

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      (This message has been edited by Frandall (edited 03-08-2001).)