Ambrosia Garden Archive
    • To confuse the hell out of people who aren't cut out to be developers. Darwin in action!

    • PigDog4, on Nov 24 2004, 08:57 PM, said:

      and for the Frag. "Shards" These feilds are left with either 0 or -1.

      View Post

      I have done most everything else, but you have to explain what you mean with frag. Shards before I try it in Nova.

      This post has been edited by General Cade Smart : 29 November 2004 - 06:18 AM

    • General Cade Smart, on Nov 29 2004, 11:18 AM, said:

      I have done most everything else, but you have to explain what you mean with frag. Shards before I try it in Nova.
      View Post

      I mean the fragmentation shards don't have ammo and the submunition fields are left with 0 or -1. I hope you get it to work. Good luck!

      Edit: "or and of"? What's wrong with me!?

      This post has been edited by PigDog4 : 02 December 2004 - 05:37 PM

    • The two most important goals of a programmer:

      1. to make a bug free program
      2. to be as cryptic as possible to non-programmers
    • I hope its ok to drag up topics as long as they arent off the first page. I tested, and it works! Wonderful! The project is almost over! Thanks PigDog. The only problem is that because there is no sublimit, they get to be way cheaty weapons. Because it submunitions to dozens, it can destroy a Manticore in one hit. Instant disable, then boom. I intended the Stellar Grenades to be good weapons, just like Hellhounds. Not a cheat. Also, if it wont hit anything, it looks weird when the screen gets filled with dozens of grenades spiralling. So would 1 be a reasonable sublimit? Also, sometimes they wont submunition so there is only one weapon. You can guess the pitiful damage it causes to a Pirate Carrier. Perhaps its because its so near its Count wont expire- I fought a ship so I could see it on the screen.

    • Wait, if you didn't want them to be a cheat... why didn't you give them a sublimit? That would probably solve most of your problems, and if it becomes too weak for your taste, you can always up the damage a bit...

    • Yeah, set the sublimit of the grenade to "1" so it only submuntitions once. Also set the sublimit of the shards to "1" just to be safe. Glad to be of assistance. And for the future, its generally ok to pull posts from up to a few weeks old, instead of going by page numbers. It does help with clutter.

      Edit: If you check the flag "Submunitions at end of count: Flak" it should explode regardless of a ship being on screen or not. Also try setting the "Prox Triggered" Field to something a little bigger, so that the initial 'nade will blow up at a farther distance from one's intended target.

      This post has been edited by PigDog4 : 12 December 2004 - 01:44 PM

    • Ok about submunitioning stuff. here's my copy:

      I reckon its 'cos in EVNEW you have to add 128 onto the no. you entered in the Submunition Ammo Type with something else. Same goes for the Ammo type.

      In other words for Ammo Type you put in whatever the ammo you want eg. chaingun ammo: 155-128=27 so put 27 in. The submunition type you put in the ID of the weapon you're creating now so in my case 235-128=107.

      Anyway have a look at what I did. My weapon is toooooooooo deadly, I need to change it still, it should be a good demonstration. I had that problem ages ago and I just played around until I got it right.

      PS
      HEY!!! <_< Just saw that the file attachment bit says I have 1000k global space left but when I just added this attachment 424bytes (less than 1k) it says I have 99.59k left for this post!! Just a moan

      Attached File(s)

    • Yah, 1000k globally, or a maximum of 100k for any one post. The maths works.

    • Awww...no one's bothered to try the attachment...It's in .REZ format after you unzip it.

    • Yho2002, on Dec 19 2004, 02:47 PM, said:

      Awww...no one's bothered to try the attachment...It's in .REZ format after you unzip it.
      View Post

      I did. It looks like a chaingun, fires continously (fires as fast as is possible), and is so effective I classify it as a cheat. 🙂 You can buy 5000 of 'em too, so you get practically infinite ammo.

      PigDog4: I put the Submunitions at end of count: Flak flag on and made the Prox Radius 40. The result is that it becomes a cheat again. It can destroy a Pirate Carrier in one hit, and flowers to dozens of grenades again.

      Perhaps I need to look at Yho2002s advice... sigh.

    • Hmm. Make sure you have two distinct weapons. One is the acutal grenade you fire. One is the thingy the 'nade shatters into. I'm trying to upload my plug to show you, but the dropstuff that was installed with classic refuses to realize it has the "stuffit engine" in the classic folder. ARGGGGHHHHH!!!! If I get it to work, I'll upload it for you to look at.
      PS. Wahoo, it took over 2 years, but 100 posts. Yay!

    • Here ya go, General. It's .bin.hqx, I hope that's feasable. You should be able to buy it anywhere. Take a look see at the files, and see if you can't catch you mistakes. Have fun.

      Attached File(s)

    • PigDog4, on Dec 30 2004, 01:49 AM, said:

      Take a look see at the files, and see if you can't catch you mistakes.
      View Post

      That file must have been sample only. It comes with almost max SubAngle (359) and it comes with such a short Count the weapon is practically useless. Its so shortranged that Pirate Carriers will fire their point-defense weapons, and Manticores their Ion Cannons (which they do only at REALLY close range). Anyways, I now understand how to have two different weapons for submunitioning. Lets see if it does work like I want
      with my customizations. Then probably this darned project can be finished, it was meant to be a few replies but spans two pages (and a little more than exactly two pages).

    • I foolishly thought this sample would have recommended settings to a submunitioning grenades plug. So I spent some time restoring them to old values when I saw they didnt work. Though I did make two weapons as suggested, it still doesnt work. Its a homing weapon that submunitions to the same (homing weapon). I tried on Pirate Carriers, Manticores, Enterprises, and Pirate Argosies. It would only hit Pirate Argosies. Otherwise, it would just explode in place because of the submunitioning before totally collapsing. Unless the fault is that it should have started as a unguided rocket or freefalll bomb and then submunition into a homing weapon, I give up. It seems that plug development is too difficult. I cant get a Stellar Grenade that submunitions into several pieces, is guided, doesnt fill the screen with grenades that dont hit anything, and isnt too short ranged to hit targets from long range. Like Hellhounds and other guided weapons of Nova do.

    • What you're describing sounds just like the multi-torp. Copy some values from that and see how you go.