Ambrosia Garden Archive
    • Mission Computer Resource Codes


      I was wondering if anyone colud tell me the Sound, Boom and Impact Resource Codes for Mission Computer. Just in case I missed one could you tell it to me anyway? Thanks,

      -CS-

    • What are resource codes?

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    • You know when you create a new ship, mission, outfit or weapon they ask for the name and it's resource code

    • You mean the resource ID?

      I don't use MissionComputer, but it sounds like you want to know what numbers you should use in certain fields of the weapon resource you're working on. If so, the EV Nova Resource Bible that comes with Nova (I'm assuming you are editing for Nova) will explain what's going on better than I can.

      Edit: Feeneeshed thees poost...

      Here we go:

      From the EVN Resource Bible:
      Sound
      Which sound to play when the weapon fires
      -1 Silent but deadly
      0-63 Play this sound (snd ID 200-263)

      Impact
      The magnitude of the impact when the shot hits something
      0 No impact
      1 and up This amount of impact, which is inversely proportional to the ship's mass. (e.g. Missile = 30)

      Nothing about booms though.

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      (This message has been edited by Lotus (edited 08-16-2003).)

    • I suspect, going out on a limb here, (a limb which could easily break and send me plunging to my death), that you could have more than 64 sounds. That may be a hold over from EVO which had a max of 64 weaps. Then again, it may choke and die if you try to have it use snd 264.
      -Az

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      (This message has been edited by Azratax2 (edited 08-19-2003).)

    • Hi,

      I think what he means is the resource ID , this is a number you can pick yourself , take a look at the nova datafiles , you'll see that all the ID's start at 128 and up. You should pick a number that is higher than the id of the last resource of that type in nova. Example : Suppose the last ship ID in the datafiles is 438 (SUPPOSE) and if you make a new shďp resource then your ID has to be at least 439 otherwise you will override number 438 with your plug. It is usually a good idea to add a bit more then 1 to the last ID , to avoid conflicting plug-ins , like you could take 538 for example.

      Entarus,

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    • Except in the case of our plug, which is a total conversion. It's weird seeing ships explode with seismic charge explosions, thanks to the ordering of the resources we use.

      explosion from AOTC, seismic charge:
      Posted Image

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      (This message has been edited by Echoboom (edited 08-19-2003).)

    • Quote

      Originally posted by Echoboom:
      **Except in the case of our plug, which is a total conversion. It's weird seeing ships explode with seismic charge explosions, thanks to the ordering of the resources we use.

      explosion from AOTC, seismic charge:

      **

      Ohh cant wait I always thought the best plugs had nice explosion graphics. Whats the point of this game if it doesnt look good when somthing goes BOOM? 😄

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