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Ask Slug II

#51 User is offline   Pallas Athene 

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Posted 27 January 2001 - 06:24 PM

Which part? The attacking? One thing that might work (I don't know precisely how the neutral player behaves):

Use a third player, technically. Have it control only a planet which produces ships which all have
CREATE ACTION: Alter Owner -1
It would also be neccesary to have the planet be linked to another neutral planet which overlayed the blue color in long-range. Make the neutral planet a unique object with "CanBeDestination" and "IsDestination" disabled.

Then, in conditions, make three conditions that check even if inactive.
All three should be "Subject is Owned by (-1,0,1)"
ACTION: Alter the Owner of the neutral coverup planet to whatever now controls it.

You'll also have to implement a couple of conditions to cause the Neutral Player to behave properly, but if it's really necessary, I think I could experiment some to find out just which. The most important would be to cause the Transports to capture planets.

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#52 User is offline   Mag Steelglass 

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Posted 27 January 2001 - 08:33 PM

It makes the player that owns it neutral, just like player -1. I would like another player like player 1, but will fight with player 1. I've seen it done in plugs.

As far as your other idea, that wouldn't work either, as the ships would not do anything but sit around until something attacked them.

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#53 User is offline   Pallas Athene 

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Posted 27 January 2001 - 08:44 PM

If it doesn't work with just the third player, I don't know. I did mention that you'd need a lot of condition scripting for the computer player.

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#54 User is offline   codex 

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Posted 29 January 2001 - 02:08 PM

Pallas Athene:

I thought about your idea, but wouldn't the invisible building ship need to follow the real ship and then you would have the same old problem of building objects not be able to move. I may just be an idiot but if I am right I already have a workaround in progress. I'll send you the workaround if it works.


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#55 User is offline   Pallas Athene 

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Posted 29 January 2001 - 04:54 PM

  • The object doing the building is not movable.
  • Invisible ships appear at the building location.
  • Invisible ships create the actual ships, then self-destruct.
  • Direct override is used, with the ship chosen.
  • When an object is created, it appears at the direct object.
  • Actual ship appears at override object.
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#56 User is offline   Admiral Slathkill II 

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Posted 10 February 2001 - 02:13 PM

I have tried importing various sprites made for EV into Hera but when I fly the ships the ship 'jumps' from one angle to staight up and down. Since you probably cant understand that I think the Sarillian engineer pod in 'Those Interupting Sarillians...' had the same problem. What is happening?

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#57 User is offline   Mag Steelglass 

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Posted 10 February 2001 - 04:19 PM

If you go under the "Special" menu for an object, it has its turn rate and the sprite and such. It also has "rotation resolution," which is how many degrees the thing turns between each picture. 360 total degrees/24 angles for normal ares ships = 15 rotation resolution. EV sprites have 36 pictures, so 360 total degrees/36 angles for EV ships = 10 rotation resolution. If you don't do that, it will think you only have 24 pictures for the ship, and things get messed up. I also think that black backgrounds are supposed to be bad for sprites, so I suggest just pasting the sprite into Adobe Photoshop or something similar, recoloring the background, and then saving as a pict file.

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#58 User is offline   Admiral Slathkill II 

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Posted 10 February 2001 - 05:39 PM

I knew about the background colour thing but not about the menu. Thanks.

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#59 User is offline   Mag Steelglass 

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Posted 18 February 2001 - 01:23 PM

How do you get Alter Absolute Cash to work? I've tried it, and can't get it to do anything.

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#60 User is offline   Pyro 

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Posted 18 February 2001 - 10:01 PM

mag: to answer your old question. This works for me every time. Just try and make sure you dont have any dumb errors. You just can't have 4 players. 4 players wont work until b7 slug says (making my plug impossible Posted Image ). Your new question: i dont think it works. I think this came up else where, it wont work till b7 also... i think... (aka: im just guessing)

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#61 User is offline   Pallas Athene 

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Posted 20 March 2001 - 02:05 PM

Well, Slug is again gone. Therefore, I will again answer questions. I'm pretty much of the same skill level, so I should be able to answer any questions he could.

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Posted 02 April 2001 - 11:00 AM

I would like to ask you a question. I'm trying to create a weapon that sends a beam of light which splits upon impact to damage the surrounding (ennemy) ships, as well as a multiple-warhead missile which, also, splits into several concussion missiles when it expires. Can anyone help me?

#63 User is offline   Pallas Athene 

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Posted 03 April 2001 - 02:25 PM

Well, for the multiple-warhead missile, just use an expire action that creates 5 or 6 missiles. You'll probably also want to use a Distance Range of about 20 to make sure the missiles don't all appear in the same place. Oh yeah, Direction Relative.

With the Beam, try using a collide action. A good example is the flak cannon. Just use the same method. Actually, I can't remember, but I think the Flak cannon might use a beam in it of itself. Check first.

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Posted 04 April 2001 - 11:34 PM

Thanks for the missile! It's working perfectly. But there's still a problem with the beam. I can't manage to do a create action which actually CREATES beams! It works if I tell it to create any non-beam object, but it doesn't accept beams (PS.: I'm using "static object to object" beams). Xhat could I do?

#65 User is offline   Pallas Athene 

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Posted 05 April 2001 - 07:49 AM

I've managed to do a pulse that creates beams, but I have no idea what your problem is... try having the beam create an invisible pulse with a create action
CREATE 6 BEAM OFF
DIE NONE

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#66 User is offline   Mag Steelglass 

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Posted 05 April 2001 - 09:19 AM

I think your problem is (if I understand you) that you're making a static object to object beam that, upon collision, creates more static object to object beams. First off, I'd like to say that it probably is making them in that case. Secondly, I'd like to point out that when a static object to object beam fires something, it shoots from the end of the beam (which is right on the middle of a hostile ship, in this case) to the middle of the nearest hostile ship (which is the same ship it's hitting, because it couldn't possibly be any closer to the ship it's hitting, in the case of an object to object beam). Basically, you need object to relative coordinate or static beams, I think. Of course, I might be completely wrong about what you're trying to say, but oh well, it's worth a shot.

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Posted 05 April 2001 - 02:12 PM

I made it appear!
In fact I only had to make a 360° dirction range and the reflected beams worked Posted Image. I didn't even have to use invisible objects! The main drawback is that the new beams are not guided, but, er, I think I'm going to let it like it is.
Now third enigma for you skilled Hera developper: how to make a Missile Interception Device which only crushes missiles? It would then use some kind of invisible weapon when it gets enabled.

#68 User is offline   Pallas Athene 

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Posted 05 April 2001 - 08:02 PM

Have the gun fire off an invisible pulse that is set only to engage missiles (using build/engage flags). Make a create action to CREATE a nonkinetic gray beam (gray makes it invisible) and then DIE NONE.
Object is created, targets missile and destroys it, then dies. Nothing is visible.

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#69 User is offline   Rodger 

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Posted 15 April 2001 - 01:47 AM

How do you make something invisible on creation(I *can* do this), but appears later-on in the game(I *can't* do this)?

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#70 User is offline   Pallas Athene 

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Posted 15 April 2001 - 07:10 AM

Well, if you need an object to simply not appear, all that you'll need to do is give it the "Invisible Sprite." Also, if it's ShapeFromDirection, direction range of 360.

If you mean something else by invisible, then tell me precisely what you mean.

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#71 User is offline   Fleet Admiral Darkk 

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Posted 15 April 2001 - 11:15 AM

Quote

Originally posted by Pallas Athene:
Well, if you need an object to simply not appear, all that you'll need to do is give it the "Invisible Sprite." Also, if it's ShapeFromDirection, direction range of 360.

If you mean something else by invisible, then tell me precisely what you mean.


He might mean hidden.
There's an action to unhide intial objects, which can be activated by conditions.

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#72 User is offline   Rodger 

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Posted 15 April 2001 - 05:31 PM

Quote

Originally posted by Fleet Admiral Darkk:
He might mean hidden.

Yep.

Quote


There's an action to unhide intial objects, which can be activated by conditions.


Ah, I will try that. Thanks. Posted Image

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[This message has been edited by Rodger (edited 04-15-2001).]
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#73 Guest_Salanthra_*

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Posted 16 April 2001 - 12:52 PM

What is error -192 and how to I get over it?

#74 User is offline   Patrick 

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Posted 17 April 2001 - 09:22 AM

Quote

Originally posted by Salanthra:
What is error -192 and how to I get over it?


-192 appears when you try to run PowerPC native code on a 68k computer. The only fix is to buy a new computer.

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#75 User is offline   LoneIgadzra 

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Posted 13 May 2001 - 09:01 PM

Here's a question: Specifically, what actions do I set up to make a shot temporarily knock out the electronics of the target, e.i. make it unable to shoot and/or maneuver (sp?) for a short period of time (say, one half to one second) and how much flexibility does Ares give me to disable features of a ship? E.g., could I have a shot knock out just one of the target's weapons for a short period of time and have subsequent shots disable other weapons? I'm trying to create an effect similar to what happens when capital ships in Star Wars get bombarded by ion cannons. (weapons are knocked out, control systems are fried...)

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