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Messages - ninekorn

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166
Modding info / Re: Scripting API issue missing a function?
« on: July 19, 2017, 01:54:53 am »
nope still not working. I got my systems/stations but i cant get the shop sections. trying to figure it out right now.

Im wondering if I should get the list of items from the station first then get their containerID but still i didnt figure out how to do that either. Im searching now for

GetItemsAndCargo() but that one doesnt work either... Like you say im probably using the wrong scope but i didnt knew I had to use a scope for those. hmmm. im gonna try that right now lol its because that wiki "item" page lacks the examples haha. I couldnt find any scripts which uses those 2 functions either to show me how its done  ;D

167
Modding info / Re: Scripting API issue missing a function?
« on: July 19, 2017, 01:33:51 am »
thank you!

168
Modding info / Scripting API issue missing a function?
« on: July 19, 2017, 01:29:35 am »
Hi. just this little detail before I go sleep.

GetStationShopContainerId() is not working. is there another solution? i need the shop containers.

nine

169
Modding info / Re: Getting the name of Systems?
« on: July 18, 2017, 11:21:04 pm »
found it.

var systemInfo = generator.GetSystemByID(arrayOfSystemID);

gives all system info. then access it with systemInfo.name

nine

170
Modding info / Getting the name of Systems?
« on: July 18, 2017, 11:05:25 pm »
Hi,

How can I get the name of a system. While they are generated with "var id = generator.AddSystem(0, 0, "SystemName", 123)" they dont seem to be tags so is there a function in the API that is available for us to use?

Ive searched the Wiki API and couldnt find anything.

Thank you.
nine

171
Servers / Re: Testing new server. Please bare with me! SkyCemetery
« on: July 16, 2017, 01:28:32 pm »
Hi Acuru!

This will be (if the parts alltogether ever work- they are all used parts in very good condition though as stated in the adds- i didnt choose sellers with 0 reputation) a Modded server. I really want to take my time to choose the best mods around and make it a completely overhauled gameplay. Things are getting quite nice on my end with the Follower Mod and the Drone Mod.

If I ever am interested in your mod or parts of your mod I will definitely incorporate them and let you know. I will also give the credit to the Creator of the mod itself if I choose some parts or the whole mod!

172
Servers / Re: Testing new server. Please bare with me! SkyCemetery
« on: July 16, 2017, 06:24:08 am »
Ok so I bought server pieces from EBay. Im used to building my own computers but its gonna be the first time I build a server. So these are the specs that I chose:

4 x Opteron 12 cores = Total 48 cores --- http://www.ebay.com/itm/151657673560
Dell PowerEdge c6145 quad socket --- http://www.ebay.com/itm/391052116121
Hynix 64gb (16x4gb) ddr3 1333 ----- http://www.ebay.com/itm/322241125387
Rosewill rsv-z2600 black ----- http://www.ebay.com/itm/182548697276
HP 1200W powerSupply ----- http://vod.ebay.ca/vod/FetchOrderDetails?transid=1430640884014&itemid=332264066458&qu=1&ul_noapp=true

Missing the harddrive and missing the heatsinks... I might use my tiny 128gb KingstonSSD to test the server first when i receive it. I wasn't sure about the powersupply since it says its a refurbished model but anyway... I think this whole lot is better than my first thought of going with a HP Proliant DL585 with no ram and harddrives at 300$ + shipping 150$... Right now i am at 585$ without heatsinks. Those heatsinks are approx 25$ to 50$ for 4 so id end up at 585 + 150 or 200 = approx 800$... This is me choosing a server before choosing to buy a Oculus rift which is pretty much the same price new with the oculus touch included. I figured I love to program but If I want to test new stuff and use Unity3d with terrain generation tests I need something really powerfull and a Oculus Rift+touch wont really help me with that so. I wanna have a dedicated server thought for VoidExpanse. Im still not sure which OS im gonna use on this server. I was thinking maybe Ubuntu but im not really experimented with the "sudooooo" stuff.

What are your thoughts guys?
Oh by the way the pieces are ordered except the heatsinks.
nine




173
Mods / Drone Mod for VoidExpanse!
« on: July 16, 2017, 01:30:26 am »
Title: SC-Drone
Image: coming soon.
Author(s): ninekorn
Description: drones
Current Mod version: Beta V0.1
Game version: latest
Game mode: all
Versions:

V0.1: Détails coming soon!
https://www.youtube.com/watch?v=T-zxofNWXek


174
Mods / Re: Drone/Follower mod // in-progress
« on: July 15, 2017, 02:06:16 pm »
Ok ive managed to fix a lot of bugs in version 0.2 of the follower/drones mod. Ive also decided to separate the follower Mod from the Drone mod. Right now the version will be v0.3Follower mod. I will work later on the drone mod. Down you can read changes and bug fixes for Version v0.3 of the Follower mod.


Title: SC-Follower
Image: coming soon.
Author(s): ninekorn
Description: drones
Current Mod version: Beta V0.3
Game version: latest
Game mode: all
Versions:

V0.3: https://www.youtube.com/watch?v=qgP3BLgjxMY&feature=youtu.be

Current completed behavior:
•The Follower are following the owner/player to get close to a certain distance of the owner/player which i call the AI closestDistanceToPlayer.
          * If pirates are coming Inside a specific radius around the player the follower will start attacking the enemy Inside the closestDistanceToPlayer. The Follower will also chase the
             Pirate in the middleDistanceToPlayer but not in the furthestDistanceToPlayer.
          * If the player is docking at a base in that closestDistanceToPlayer then the follower will stop all actions and will also start the docking procedure.
          * If the player is jumping in a Jumpgate from that distance then the follower will also stop all actions and jump with the player.
          * If the player is Inside a station and the follower is very far away from the player for some reasons then the follower will retrace which station the player is currently docked at
             and follow the route to that station and dock Inside the station.
          * If the player undocks from the station then the follower will also undock from the station.

•The Follower are also chasing after their owner/player if the owner/player gets away of the closestDistanceToPlayer and is in the middleDistanceToPlayer.
          * All the behavior of the closestDistanceToPlayer AI still applies to the middleDistanceToPlayer AI. The only difference really beeing that in that range if the Follower
             AI doesnt have any targets it will try to get closer to the Player to get Inside the closestDistanceToPlayer.
         
•The Follower are also now unlocking from their targets (pirates) if the owner/player gets too far away from them and instead are deciding to chase the owner/player.
          * This behavior happens when the player is out of the closestDistanceToPlayer and out of the MiddleDistanceToPlayer. AI would then be in the furthestDistanceToPlayer zone.
          * The docking and jumping procédures of earlier AI behavior still apply here but the AI will not lock on any targets close it itself. It will start locking on target when it gets in
             Range of the player (a fix is coming for this one. I want the Follower AI to start chasing the enemy whenever the distance of any enemy gets Inside the middleDistanceToPlayer instead
             of chasing the player to get Inside the middleDistanceToPlayer. Coz right now if the follower is Inside the FurthestDistanceToPlayer it will start chasing the player and will
             not target the enemies coming in the middleDistanceToPlayer once the follower itself is not Inside the MiddleDistanceToPlayer.
             
•The Follower are also now NOT attacking Miners-Turret-Merchant-Patrols at will. will try to implement more features here so that if they get attacked by those that they engage and if the player decides to attack those Miner-Turret-Merchant that they also attack them.

Objectives to complete:

• I need to create topics or a possibility of dialogue between the follower and the player when both of them are Inside a station. I have got no clue on how to create dialogue at the moment. I mean ive tried a lot of things but none work.
• I want to make it possible that in those topics the player gets the choice to repair the follower ship.
• I want to make it possible that in those topics the player gets the choice to buy items for the follower ship.
• I want to make it possible that when repair devices or mining devices are fitted on the follower ship that they also have the possibility to be activated.

Date completed: 2017-07-15




175
Mods / Re: Drone/Follower mod // in-progress
« on: July 13, 2017, 01:46:26 am »
I really need to keep more than one system alive at all times if possible. My solution was to create an empty entity "player" to do that in each system that I want alive.

For instance.  I know that systems are "alive" when there is a player Inside of them at all times. Thats what i understood at least. But with my mod plans i need to have more than 1 system alive without the need of having a player Inside of it. Is there a solution for this?

176
Mods / Re: Drone/Follower mod // in-progress
« on: July 13, 2017, 01:29:48 am »
I need to create a player entity in the game without it beeing a real player if that makes any sense. I wanna try something out. Can you guys tell me if you've got a function like that or at least point me at the right script to look at for player generation? Also which script decides where player is spawned. Sorry for asking a lot of questions.

177
Mods / Re: Drone/Follower mod // in-progress
« on: July 12, 2017, 10:12:29 am »
Ok! I dont know when i will be done as I would also like to do models for the mod. I got my job approx 40 hours a week but right now im devoting all my freetime to this mod! because i love the game.

178
Mods / Drone/Follower mod // in-progress - 9sMODS DEVELOPMENT
« on: July 10, 2017, 10:02:55 pm »
Title: SC-Drones
Image: coming soon.
Author(s): ninekorn
Description: drones
Current Mod version: Beta V0.2
Game version: latest
Game mode: all
Versions:




V0.1: https://youtu.be/J7g7dVo-hCk

  • The Drones/follower are only following the owner/player. They have no other decisions
Date completed: 2017-07-10


V0.2: https://youtu.be/Nu06sZGVmpc


Current completed behavior:
  • The Drones/follower are following the owner/player to get close to a certain distance of the owner/player
  • The Drones/follower are also chasing after their owner/player if the owner/player gets away of a certain distance
  • The Drones/follower are also now attacking pirates when the pirates are at a certain distance from the drones/follower
  • The Drones/follower are also now unlocking from their targets (pirates) if the owner/player gets too far away from them and instead are deciding to chase the owner/player
  • The Drones/follower are also now NOT attacking Miners-Turret-Merchant at will. will try to implement more features here so that if they get attacked by those that they engage and if the player decides to attack those Miner-Turret-Merchant that they also attack them

Objectives to complete:

  • The Drones/follower need to be able to dock Inside the owner/ship and also undock at the press of a button.
  • ***Completed***The Follower need to be able to "dock" or be instantly docked Inside the player when the player docks at a station.***Completed*** The Follower Docks on station when the player is docked on station. Otherwise it follows normal routine.
  • ***Completed***The Drones/follower need to be able to also jump from Jumpgates to follow player if they are undocked from the player.***Completed***
  • ***other important behavior implementations***

Date completed: 2017-07-11

179
Modding info / Trying to make a Drone Mod?! Error in script...
« on: July 10, 2017, 04:34:19 pm »
Neither of my container spawning lines work (containerid  or cont_id)... They give me an error in the console when i try to use my device? If anybody knows what im doing wrong id really love to know. Thanks for the help in advance. I try to spawn a container to test the NPC behavior after that on the crate. I also try to spawn them away from the player ship so that no collision occurs.

nine


function OnStart(args)
{
   var shipID = args.ship_id;
   var name = game.GetShipOwner(shipID);
   var sysID = args.sys_id;
   var coords = ship.GetCoordinates(shipID);

   var item_list = "droplist_empty";

   //var containerid = generator.AddContainer(sysID,coords.x+5,coords.y+5,"crate_02",item_list);
    var cont_id = generator.AddContainer(sysID, coords.x+5,coords.y+5,"crate_02", item_list, { itemlist: item_list });

   //console.Print(shipID);
   //console.Print(name);
   //console.Print(coords.x);
   //console.Print(coords.y);
}





EDIT: I found my mistake. !  ;D


180
Servers / Re: Testing new server. Please bare with me! SkyCemetery
« on: July 10, 2017, 12:07:59 am »
Normally id edit my earlier post to counter forum message spam. Sorry in advance







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