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Ask Slug II

#76 User is offline   Fleet Admiral Darkk 

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Posted 13 May 2001 - 10:34 PM

Well, you could have a shot remove a weapon by using one or more of:
alter pulse
alter beam
alter special
in the collide actions. These permenantly remove the weapon (if any) the ship that's hit has from the slot mentioned. Alter pulse and alter special usually don't have an effect on fighters, but might have a nasty effect on carriers. Also, different ships use these slots for different things, so the effect would be odd if you don't use all of them, but that would make the ship unable to fight at all...

Or you could just use alter offline, to temporarily make the ship uncontrolable.

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#77 User is offline   LoneIgadzra 

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Posted 14 May 2001 - 02:04 PM

According to the manual, the alter beam/pulse/special actions are not implemented. Oh well, I didn't particularly want to knock something permanently offline anyway, but making big slow capital ships unable to turn isn't going to do much...

Bummer, but thanks anyway.

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#78 User is offline   Mag Steelglass 

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Posted 14 May 2001 - 05:50 PM

You can disable them and force them to turn, with the alter turn action...

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#79 User is offline   MikeMTL 

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Posted 14 May 2001 - 11:15 PM

Okay, I made a mission where you have to destroy all enemy ships. When I put the actions as IF player number 1 has no ships left declare player 0 winner. When I play the mission in Ares, the game ends as a loss for me. Why? Posted Image

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#80 User is offline   Pallas Athene 

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Posted 15 May 2001 - 10:23 AM

Hmm... you're sure you've set all of the players correctly? I found out accidentally that if you set Player 1 as human and Player 0 as Computer and use isPlayerShip on a Player 1 ship, you can be Player 1.

Otherwise, just make sure that the condition isn't active duiring the first second of gameplay, and that all actions are correct.

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#81 User is offline   Fleet Admiral Darkk 

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Posted 15 May 2001 - 07:42 PM

Actually, alter offline makes all controls (including "fire guns") offline, not just turning and thrusting.

Further, I believe that alter special works - Mag uses it...

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#82 User is offline   Count Altair El Alemein 

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Posted 16 May 2001 - 02:08 AM

Is it possible to make a sprite that follows another one exactly, including into hyperpace (like a halo)?

#83 User is offline   Pallas Athene 

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Posted 16 May 2001 - 06:27 AM

Not in the most accurate sense. However, if you have an Activation action to create the thing every 1 frame (Dir, Vel Relative), and have it expire every one frame, it works, even if not very smooth.

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#84 User is offline   LoneIgadzra 

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Posted 19 May 2001 - 01:54 PM

Quote

Originally posted by Fleet Admiral Darkk:
Actually, alter offline makes all controls (including "fire guns") offline, not just turning and thrusting.


No it doesn't, at least with the gateship's weapon and my plug-in. Only turning controls get disabled.

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#85 User is offline   Madman 

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Posted 20 May 2001 - 08:01 AM

Quote

Originally posted by Slug:
Let me guess: you're using Beta 5 of Hera?



That happened to me with alpha 7

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#86 User is offline   Madman 

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Posted 20 May 2001 - 08:24 AM

Real answers to some un/wrong-answered questions:

-To make a forward firing beam weapon, static or bolt, just make the beam itself and the weapon that fires it, non-auto aim. I did this on accident (accident, not bug) in a scenario I once made. Just be reasonable with the range, as I've learned the hard way.

-You can make a mobile ship building base, but it MUST be a starting object. The best way to do this is to make a copy of a planet, flag it so it can be hit, engaged, etc, and adjust the max thrust, max velocity, and you know the rest. The most powerful changes you can make with hera are by tinkering arround with the flags. Practice and you will learn. But then, trust me, there is very little purpose in a mobile base. Now that I'm more experienced with hera, I can't find a single good way to use such a base. The main idea of a ship building base is that it would be a set location that you would send ships from. With a mobile base, transports and multiple bases would be almost worthless.

-To alter real cash you must specify a player, and assign it to a spesific sequence. This was a bug back in the beta stages. In terms of those little squares that we know our 'cash' by, 200 is one unit if I remember right. You should try to keep it all to exact units or else you might confuse people or think you've found a bug.


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#87 User is offline   **VIPER** 

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Posted 21 May 2001 - 02:38 PM

Is it possible to make a ship that have moving parts like in ev nova? I have tried to make this by making the ship alter base type every time the parts are going to move but it didn't work.
Why shoud I have a signature its so damn hard to think about something to put here.

#88 User is offline   Pallas Athene 

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Posted 21 May 2001 - 07:49 PM

Be a little more specific as to what you did - what you said should work, but I can't confirm/redirect you without more specifics.

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#89 User is offline   **VIPER** 

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Posted 22 May 2001 - 12:00 AM

Well I used the periodic interval thing to set the time and made so every half second the ship would use the activate sequence to alter its base type to the next ship sprite. But nothing happend when i tested it
Why shoud I have a signature its so damn hard to think about something to put here.

#90 User is offline   Pallas Athene 

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Posted 22 May 2001 - 08:30 AM

Well, if it didn't work, I'm not sure.

Periodic Interval: 10
Interval Range: 0
ACTIVATE:
Alter BaseType by xxx

(xxx=next sprite's corresponding ship)

That correct?

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#91 User is offline   **VIPER** 

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Posted 22 May 2001 - 01:47 PM

Yes

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Why shoud I have a signature its so damn hard to think about something to put here.
Why shoud I have a signature its so damn hard to think about something to put here.

#92 User is offline   Laguna 

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Posted 17 June 2001 - 12:13 PM

Closed by request.

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