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Ask Slug II

#26 User is offline   Pallas Athene 

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Posted 02 January 2001 - 03:54 PM

Yes. Blue and Green are the standard colors (White, Black, and Red will NOT work) Generally, use blue, but if the ship itself is blue, use green. but only after the rendering.

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-Pallas Athene of Dysian Beta, Obish Consensus Representative
-Nieru Dast, {M}ilitia Aeriane
-Danae Vernius
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[This message has been edited by Pallas Athene (edited 01-02-2001).]

#27 User is offline   Pyro 

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Posted 02 January 2001 - 04:58 PM

red works, the ships in obish vs elejeetian were entered in hera with a red backround.

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#28 User is offline   Pallas Athene 

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Posted 02 January 2001 - 07:23 PM

Quote

Originally posted by Pyro:
red works, the ships in obish vs elejeetian were entered in hera with a red backround.



Not 255, 0, 0. Other shades of red will work (provided they are not in the picture itself)

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-Pallas Athene of Dysian Beta, Obish Consensus Representative
-Nieru Dast, {M}ilitia Aeriane
-Danae Vernius
ThinkFish, and good things will come.

#29 User is offline   Fleet Admiral Darkk 

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Posted 02 January 2001 - 07:49 PM

Quote

Originally posted by Patrick:
The way to get around this is to render the sprites with a black backround and then use Graphic Converter or Photoshop to change the black into pure blue or another Ares color.


That's what I meant by "work with". I'm currently working on making the vanes NOT have bands that are too dark to see, making a ship with disconnected parts.

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#30 User is offline   Slug 

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Posted 03 January 2001 - 12:26 AM

White, Black, and pure red do not work as sprite backgrounds. End of discussion. Next question please.

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#31 User is offline   Sundered Angel 

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Posted 03 January 2001 - 06:23 AM

Quote

Originally posted by Slug:
White, Black, and pure red do not work as sprite backgrounds. End of discussion. Next question please.



Interesting... this appears to be a point of difference between my (and Pyro's) version(s) of Hera and yours, Slug, since pure red does work as a background when I create sprites.

Odd... but hardly interesting. What's the next question?

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#32 User is offline   Slug 

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Posted 03 January 2001 - 11:04 PM

It's in the Hera manual.

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#33 User is offline   Pallas Athene 

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Posted 04 January 2001 - 03:48 PM

Actually, the Hera documentation doesn't appear to have changed since b1 or b2 (I believe that the NLB notes are still in there, but most have been fixed)

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-Pallas Athene of Dysian Beta, Obish Consensus Representative
-Nieru Dast, {M}ilitia Aeriane
-Danae Vernius
ThinkFish, and good things will come.

#34 Guest_EMINEM at dads_*

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Posted 04 January 2001 - 05:36 PM

Slug i have a question about ares and about the board:
1:Is there any way to make a straight shooting tazer beam(Sarg said there was and you could explain it)
2:Why does every one have that carma thing under thereName?

#35 User is offline   Pyro 

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Posted 04 January 2001 - 06:20 PM

1. no there is not!!

2. um...

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#36 User is offline   Slug 

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Posted 04 January 2001 - 08:09 PM

1) not technically, but I've found ways to simulate it realistically (no, not a rapid-firing kinetic beam thingie)

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Posted 04 January 2001 - 09:01 PM

Can you tell me? How

#38 User is offline   Macintosh Man 

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Posted 05 January 2001 - 12:43 AM

Yes, how?

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#39 User is offline   Patrick 

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Posted 05 January 2001 - 06:56 PM

I'd like to know too.

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#40 User is offline   Slug 

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Posted 05 January 2001 - 10:39 PM

Make the weapon fire an invisible, silent, targetable pulse that upon creation makes itself neutral. Then a split second later, make it create an object-to-object beam. Since the pulse goes forward, the beam will follow it and if it's fast enough, you can do it.

Of course, don't just make it fire one pulse, but give it a rapid rate of fire.

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#41 User is offline   EMINEM 

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Posted 07 January 2001 - 02:41 PM

Thanks ill try that!

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#42 User is offline   Macintosh Man 

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Posted 11 January 2001 - 02:18 AM

How do you make something neutral on creation? I've tried everything I know and nothing works.

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#43 User is offline   Pyro 

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Posted 11 January 2001 - 06:12 PM

try making the owner -1...

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#44 User is offline   Pallas Athene 

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Posted 12 January 2001 - 07:09 AM

Set Create Action in actions dialog:

ALTER OWNER -1

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-Pallas Athene of Dysian Beta, Obish Consensus Representative
-Nieru Dast, {M}ilitia Aeriane
-Danae Vernius
"Cheaters don't really win, and winners don't really cheat. Unless you're talking politics." -Durandal

[This message has been edited by Pallas Athene (edited 01-12-2001).]

#45 User is offline   Macintosh Man 

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Posted 14 January 2001 - 01:57 PM

Never thought of that... *smacks himself on forehead*

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#46 User is offline   Pallas Athene 

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Posted 24 January 2001 - 12:54 PM

I was thinking...

Slug and I both have about the same amount of expertise in Hera. If he can answer questions, so can I. Since the fact that Slug is moving doesn't mean there aren't questions, I'd be happy to answer a couple until he gets back.

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-Pallas Athene of Dysian Beta, Obish Consensus Representative
-Nieru Dast, {M}ilitia Aeriane
-Danae Vernius
"Cheaters don't really win, and winners don't really cheat. Unless you're talking politics." -Durandal

#47 User is offline   Mag Steelglass 

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Posted 26 January 2001 - 07:31 PM

How do you make two or more different computer players that will attack each other and will build stuff/command their ships? I can't figure it out.

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#48 User is offline   codex 

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Posted 27 January 2001 - 01:58 PM

Is there anyway to create a ship that can build? I had ago and if I was piloting it then I could move around but if the comp was piloting it refused to move at all. Anyone know how to fix this?

Thanks

#49 User is offline   Pallas Athene 

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Posted 27 January 2001 - 06:09 PM

Mag: There are four player slots. Use two and three for the computers- I seem to remember in 1.1.1 that both Flak Drones in Make Way were enemy-controlled. But they fired on the Cantharans too.

codex: That's one of the major restrictions in Hera. However, I'll theorize for just a minute, with no guarantees of actually working:
  • Make sure that the ship doing the building is an initial object. Its initial object number will be referred to as #B from here on.
  • In the Objects editor, have all the ships that should be built be invisible self-animated objects. Insert the following create action in each:
  • Create Object: Actual Ship (Fighter, Cruiser, etc.). Direct Override, #B.
  • Die Expire
    [/list=a][list]
  • Make an invisible object to do the actual building. Give it the invisible counterparts to whatever you need to build under build tags.
This should have the following effect:
An invisible ship is built at the invisible builder.
It creates the correct ship at the "building" ship.
The invisible instruction object disappears.

Tell me if this works; I'd like to know Posted Image

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-Pallas Athene of Dysian Beta, Obish Consensus Representative
-Nieru Dast, {M}ilitia Aeriane
-Danae Vernius
"Cheaters don't really win, and winners don't really cheat. Unless you're talking politics." -Durandal

[This message has been edited by Pallas Athene (edited 01-27-2001).]

#50 User is offline   Mag Steelglass 

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Posted 27 January 2001 - 06:13 PM

Quote

Originally posted by Pallas Athene:
Mag: There are four player slots. Use two and three for the computers- I seem to remember in 1.1.1 that both Flak Drones in Make Way were enemy-controlled. But they fired on the Cantharans too.


I tried that, it didn't work.

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"I think I have discovered the problem with humans. It is not entirely stupidity, as I once thought. It is their pigheaded and baseless philosophy: "If it isn't me, then it's opinions, feelings, and life do not matter, and it was meant to serve me." They also have this ability for creating excuses that are pointless, but they get others to believe it. A few examples: "It's only some savages. It's only five acres of rain forest. It's only one semi-truck. It's only fifty gallons of toxic waste..." After this realization, I marvelled at how humans, and the rest of the planet, have survived for so very long."
- Me

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