Ambrosia Garden Archive
    • Nova Questions


      I am trying to make a few plug-ins that exploit odd features of the engine. Unfortunately I am having trouble.
      First, I am trying to make a device that would act like an afterburner but without the loss of speed after it is stopped. To do this I tried using a weapon with no damage and a high impact. But it seems that it cannot make my ship move any faster than its engines could. Can a weapon impact make a ship move faster than it's top speed?
      On a similar nore, has anyone else noticed that dozens of EMP explosions make an interesting engine glow type effect?
      Also, is there a way to increase the radius of impact? After I reach a certain speed, the explosions seem to be too far away when they detonate to move my ship any faster, their life is set to 1.
      Is it possible for a ship to have an actual size that is smaller than its sprite? By this I mean a ship which had a sprite size of 100, but when weapons are fired at it, they can only hit the ship if they are within 50 of its center, as if the ship was only of size 50.

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    • Quote

      Originally posted by Klepsacovic:
      First, I am trying to make a device that would act like an afterburner but without the loss of speed after it is stopped. To do this I tried using a weapon with no damage and a high impact. But it seems that it cannot make my ship move any faster than its engines could. Can a weapon impact make a ship move faster than it's top speed?

      No, I don't think so. A ship's top speed is just that - it's top speed.

      Quote

      **
      On a similar nore, has anyone else noticed that dozens of EMP explosions make an interesting engine glow type effect?**

      Can't say I've ever tried. 😛
      **

      Quote

      Also, is there a way to increase the radius of impact? After I reach a certain speed, the explosions seem to be too far away when they detonate to move my ship any faster, their life is set to 1.

      **

    • Quote

      Originally posted by Klepsacovic:
      **Is it possible for a ship to have an actual size that is smaller than its sprite? By this I mean a ship which had a sprite size of 100, but when weapons are fired at it, they can only hit the ship if they are within 50 of its center, as if the ship was only of size 50.

      **

      Actually, I think Mazca is wrong on this. If you make the ship mask smaller than the sprite, it might be the effect you're looking for. I'm pretty sure that would have worked in earlier versions of EV, but I'm not entirely sure about EVN.

      MickyBIs

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    • Quote

      Originally posted by MickyBIs:
      **Actually, I think Mazca is wrong on this. If you make the ship mask smaller than the sprite, it might be the effect you're looking for. I'm pretty sure that would have worked in earlier versions of EV, but I'm not entirely sure about EVN.

      MickyBIs

      **

      This wouldnt have worked in EVC/O, and it DEFINATELY wont work with Nova
      In RLE format, each pixel is either transparent (corespoidning to black parts of the mask) or has a color (coresponding to white parts of mask; color is obviously the color of the coresponding pixel on the sprite image)
      -Az

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    • Quote

      Originally posted by MickyBIs:
      **Actually, I think Mazca is wrong on this. If you make the ship mask smaller than the sprite, it might be the effect you're looking for. I'm pretty sure that would have worked in earlier versions of EV, but I'm not entirely sure about EVN.

      MickyBIs**

      No, that would cause the player to only see part of the ship. 😛

      EDIT: Just thought of something. Though I have el squato experience with them, it may be possible to simulate this with keycarried ships. But, as I said, having no experience with them, I don't know exactly how this could be accomplished.

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      (This message has been edited by orcaloverbri9 (edited 02-28-2004).)

    • Ok, yeah, I realize it wouldn't work in EVN now, (after spending the past half hour testing it :p) silly me :rolleyes:

      MickyBIs

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    • (QUOTE)Originally posted by Mazca:
      (B) The aptly-named blast radius field should do exactly this.
      (b) (QUOTE)
      Ah, so it does. Before it didn't seem to be able to increase the impact radius, only damage. Now does that apply to ionization as well? It seems to, but that seems to be just a bug.
      By that I mean I made a weapon with a blast radius of 1500 and an ionization of 500. Yet it seems that it only ionizes one ship, usually a Viper. That doesn't seem to be right.

      If I made an outfit that gave both a weapon and an afterburner, would the afterburner activate if I fired the weapon?
      I should just test that myself. Same with multiple afterburners.

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    • Quote

      By that I mean I made a weapon with a blast radius of 1500 and an ionization of 500. Yet it seems that it only ionizes one ship, usually a Viper. That doesn't seem to be right.

      This is "right" more or less. The ionization (rightfully so) only affects the ship that the weapon hits, yet I believe due to popular demand, this is being changed in a hopeful 1.0.8 so that blast radius does have ionization (making a whole range of weapon possibilities imaginable, such as system-wide neutralizing, etc.).

      Quote

      If I made an outfit that gave both a weapon and an afterburner, would the afterburner activate if I fired the weapon? I should just test that myself. Same with multiple afterburners.

      No — the outfit is merely a guide, telling Nova what to grant the player. Another outfit? An afterburner? A weapon? The weapon is separate from Nova, so no, if you fire your weapon, you will not trigger the afterburner, however, as an interesting side note (I find it quite amusing sometimes and quite useful other times) that an expendable weapon can grant such an item as an afterburner, meaning that once you deplete your ammunition outfits (i.e. IR missile, NOT IR Missile Launcher), you lose the effect of the afterburner. It works with other things, such as speed. I believe that if you have an expendable weapon that grants speed as well as an afterburner, the triggering of the afterburner, then the expelling of the weapon will leave you traveling at a greater speed than your ship "normaly" is capable of. Explain it away as an "expendable rocket booster" or something. If this works (I have never tested it, but I know that things such as cloak and inertia dampeners granted to expendable weapons remain in effect until you jump), then it would have the desired effect (more or less), but it would be a one-time only thing, as having multiple copies of the same ammunition would simply keep the effect until the last weapon had been fired.

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    • Quote

      Originally posted by Zzap212:
      **No — the outfit is merely a guide, telling Nova what to grant the player. Another outfit? An afterburner? A weapon? The weapon is separate from Nova, so no, if you fire your weapon, you will not trigger the afterburner, however, as an interesting side note (I find it quite amusing sometimes and quite useful other times) that an expendable weapon can grant such an item as an afterburner, meaning that once you deplete your ammunition outfits (i.e. IR missile, NOT IR Missile Launcher), you lose the effect of the afterburner. It works with other things, such as speed. I believe that if you have an expendable weapon that grants speed as well as an afterburner, the triggering of the afterburner, then the expelling of the weapon will leave you traveling at a greater speed than your ship "normaly" is capable of. Explain it away as an "expendable rocket booster" or something. If this works (I have never tested it, but I know that things such as cloak and inertia dampeners granted to expendable weapons remain in effect until you jump), then it would have the desired effect (more or less), but it would be a one-time only thing, as having multiple copies of the same ammunition would simply keep the effect until the last weapon had been fired.
      **

      I haven't tested it exhaustively myself, but every time I've tried to artificially increase ship speed then the ship just slows down quickly back to it's actual top speed.

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    • Quote

      Originally posted by Zzap212:
      **Snip
      **

      That is an interesting idea. Temporary cloaking devices or afterburners. If I combined a temporary reactor with the afterburner, it would be like an expendable rocket, huge speed increase, but only for a short time.
      Another question: Is it possible to do negative damage? Like have a weapon that when fired at a ship, instead of lowering its shields, it would strengthen them? This would be to help with missions that require you to protect a ship.
      I am trying to make an outfit that fires rockets. But I cannot figure out how to link the outfits to the weapon. For the ammo type field in the weapon, don't you put the number of the outfit that is the ammo? It doesn't seem to work for me. When using the weapon it is labled as having no ammo, but fires unlimited shots.

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      Support USA Patriot Act let real Americans take away our rights before those darn foreigners can try.
      Before you do what you are about to do, think about why you are about to do what you are about to do.
      All the problems of the world can be solved by good parents and good water.

      (This message has been edited by Klepsacovic (edited 02-29-2004).)

    • Quote

      Is it possible to do negative damage?

      No.

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    • Quote

      Originally posted by Klepsacovic:
      **
      I am trying to make an outfit that fires rockets. But I cannot figure out how to link the outfits to the weapon. For the ammo type field in the weapon, don't you put the number of the outfit that is the ammo? It doesn't seem to work for me. When using the weapon it is labled as having no ammo, but fires unlimited shots.

      **

      No.
      The ammo points to the weapon's ID like you said, but the ammotype points to the index # of the weapon whose ammo the weapon uses. (No, i dont know why they did it like this either. This is one of the most confusing things in nova) 😛 (ie, weap 256 would have it's ammo outfit set to 256, but its ammotype set to (256-128)=128.

      And negative damage doesnt work. It took like a week or more in a topic dedicated to discussing it before anyone tried the darned thing.
      -Az

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      (This message has been edited by Azratax2 (edited 03-01-2004).)

    • Quote

      Originally posted by Azratax2:
      **No.
      The ammo points to the weapon's ID like you said, but the ammotype points to the index # of the weapon whose ammo the weapon uses. (No, i dont know why they did it like this either. This is one of the most confusing things in nova) 😛 (ie, weap 256 would have it's ammo outfit set to 256, but its ammotype set to (256-128)=128.

      And negative damage doesnt work. It took like a week or more in a topic dedicated to discussing it before anyone tried the darned thing.
      -Az

      **

      Just so you know, Klepsa, it seems obvious a weapon should draw ammo from its own, but it actually allows multiple weapons to draw the same ammunitions. Guess where it is used in the scenario?

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    • Quote

      Originally posted by Azratax2:
      **The ammo points to the weapon's ID like you said, but the ammotype points to the index # of the weapon whose ammo the weapon uses. (No, i dont know why they did it like this either. This is one of the most confusing things in nova):p (ie, weap 256 would have it's ammo outfit set to 256, but its ammotype set to (256-128)=128.
      **

      Thank you, thank you, thank you, thank you, thank you, thank you, thank you very much.
      Now my rocket booster thing works, or at least is no longer inf ammo. Now to figure out how to integrate the afterburner part.

      Quote

      Originally posted by Zacha Pedro:
      **Just so you know, Klepsa, it seems obvious a weapon should draw ammo from its own, but it actually allows multiple weapons to draw the same ammunitions. Guess where it is used in the scenario?
      **

      Wrathrii.
      By the way, I love the various way people say my name. I thought it would be obvious, but no one seems to have gotten my real name yet. I announce the "Find Klepsacovic's Real Name" Contest.
      (Edit) Is there such thing as a negative recoil? In Mission Computer it says that a negative recoil will pull a ship forward. But it doesn't seem to do so. I know positive recoils work, I tested that, but even a high negative like -1500 and a low like -100 don't seem to work. Is this just a bug in Mission Computer?

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      Support USA Patriot Act let real Americans take away our rights before those darn foreigners can try.
      Before you do what you are about to do, think about why you are about to do what you are about to do.
      All the problems of the world can be solved by good parents and good water.

      (This message has been edited by Klepsacovic (edited 03-01-2004).)

    • Quote

      Originally posted by Klepsacovic:
      **

      Quote

      Originally posted by Azratax2:
      **The ammo points to the weapon's ID like you said, but the ammotype points to the index # of the weapon whose ammo the weapon uses. (No, i dont know why they did it like this either. This is one of the most confusing things in nova):p (ie, weap 256 would have it's ammo outfit set to 256, but its ammotype set to (256-128)=128.
      **

      Thank you, thank you, thank you, thank you, thank you, thank you, thank you very much.
      Now my rocket booster thing works, or at least is no longer inf ammo. Now to figure out how to integrate the afterburner part.

      Quote

      Originally posted by Zacha Pedro:
      **Just so you know, Klepsa, it seems obvious a weapon should draw ammo from its own, but it actually allows multiple weapons to draw the same ammunitions. Guess where it is used in the scenario?
      **

      Wrathrii.
      By the way, I love the various way people say my name. I thought it would be obvious, but no one seems to have gotten my real name yet. I announce the "Find Klepsacovic's Real Name" Contest.
      (Edit) Is there such thing as a negative recoil? In Mission Computer it says that a negative recoil will pull a ship forward. But it doesn't seem to do so. I know positive recoils work, I tested that, but even a high negative like -1500 and a low like -100 don't seem to work. Is this just a bug in Mission Computer?

      **

      Coulda sworn I had made it work, but I am not sure now.... I dont trust using anythign other than Resedit and EVNEW
      -Az
      -Az

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    • Quote

      Originally posted by Azratax2:
      **Coulda sworn I had made it work, but I am not sure now.... I dont trust using anythign other than Resedit and EVNEW
      -Az
      -Az

      **

      No good, even Res-Edit can't make it happen. But maybe my Nova Data files are corrupted, there are two outfits in Nova which I used months ago, they no longer exist in any plug-in, yet they still appear in the game.
      I'll try again with fresh data files. That'll take a while.

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