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Messages - jeeplaw

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1
Modding info / Re: WIP Salvaging
« on: March 13, 2017, 09:45:11 am »
Did this ever get resolved?

2
Mods / MOD - License to Kill
« on: March 11, 2017, 03:52:04 pm »
I built this one awhile ago. Basically, it's a Bounty Hunter license to kill Pirates and receive extra money and exp. I found that it adds a lot to the game and yes, you can buy it for a low amount of money from the first planet shop and then go out and start reaping the benefits. At some point I'll make an icon for it in the shop, right now it just emulates another good

http://www.filedropper.com/licensetokill

Any feedback is welcome!

3
Modding info / Controlling Stickto or follow command for npcs?
« on: October 19, 2015, 09:09:29 pm »
Or at least keep a minimal distance from what they're following?

I've got a mod that can enlist the help of 5 different ships to the player, but the npcs have a tendancy to bump into each other, and thus depleting their energy shields. Is there a way to tell each npc to follow but in staggered formation?

4
Modding info / Re: Modding Questions: Are these functions available?
« on: October 15, 2015, 02:37:36 pm »
Ok, honing in on the Mercenary Hire Mod..think i'll get it done tonight.

Using the following :)

SpawnHelper();



// spawn merc
function SpawnHelper()
{
    //spawn right outside of base
    var id = generator.AddNPCShipToSystem($i0001, "Mercenary", 50, "special_merc_ship", srcSystem, 1000, 1000, {}); // Rocket cruiser

    //set directives
    storage.Set("_system_mercs", "merc_" + id, {
        owner: PLAYER_SHIP,
        command: "follow",
    });

    relations.SetShipFaction(id, "order");
    // make spawned ship to like the player
    relations.SetPersonalDisposit ion(id, PLAYER_SHIP, 1000);
    generator.DockShipToBase(id, srcBase);
    npc.LeaveBase(id);

 
}

I guess my question is when the device gets used, there is no srcBase if you're out in space. What would be a good way to just generate it within a couple feet of your ship?

5
Modding info / Modding Questions: Are these functions available?
« on: October 15, 2015, 08:03:34 am »
So I'm diving back into modding and so far have created a new faction, and a "license to kill" which rewards extra money and xp by the factions for killing pirates.

Now, I'm on to quality of life improvements in the game :)

The first mod is one in which I'm not sure i can even do since it may be hard coded. One of the guys here made a voice mod that replaces the stock game .ogg files with a female named victoria. Love the mod, but it get's too..repetitive. What i want to do is have a randomizer function that picks a random number and chooses from one of several .ogg files associated into an array. That way, she (or any voice really) can be selected from several sayings for that action. That would go along way to making the game seem less static. As of right now, the only way I see to edit the sound file call-out is to change the localization file which specifies the name of the .ogg file.

Is this function possible?

The second mod i want to work on may actually be doable. Because we can monitor (or have objects monitor for on_frame)

"OnEnterFrame"
input:
double: multiplier - time in seconds passed since last frame
Called every frame on server. NOTE: Can be manipulated with scope-script - to make it work not every frame, but every timer interval or definite frames per second.

What I'd like to do is have random "space" chatter come over comms for our ship. So in passing a trader, the system will determine how (dist) from my ship, and within (10) and then "on enter frame), do one of the following (if allowable)-

1) Play from a selection of different .ogg files
or
2) Display on screen a message from the passing trader

and last but not least, a third mod -

Hire a Mercenary.

This mod will be a device based. A Comms Unit that you can purchase. Basically when used it will spawn a random ship type that will follow your ship and be 100% aggressive to anything that is attacking your ship.

I think it's easy to spawn a ship. Not sure yet.

There is one script in the AI folder that I can sort of modify - traderfollower.js ..but i woudn't ever want that ship to dock in a base and disappear :)

-----------------

So 3 different types of mod ideas, and although i'm not asking the dev's here to make them for me, please point me in the direction of saying "yes" it's possible and here are some possible sub routines that you might want to utilize. :)

6
Mods / Re: tools for modding?
« on: October 14, 2015, 01:28:41 pm »
Any updates to this? Would love SOME sort of tool. Thanks

7
Ideas and suggestions / Re: Re-Suggesting Auto-Tracking Turrets
« on: July 20, 2015, 06:11:51 am »
I second that. Star Sector has a similar mechanic and it works wonderfully.

But I fear it'll be up to the modders to put this function in the game as they've already stated they're not looking to build out the game other than content at this point.

8
1.4.1 not availabe yet from atomic launcher?

9
General Discussions / Re: New game?
« on: May 28, 2015, 05:32:28 am »
I'm wondering if you ever played the game "Sentinel Worlds". The game was an RPG that had sort of two types of gameplay. A top Down space exploration/combat (surprise you already have that !) and then you could land on asteroids, stations and/or planets and you'd get a top down view of your party. Your party had equipment. Some of it helped fly the ship but some of it was melee or ranged weapons. Sometimes you'd land in a hostile environment and have to fight  your way through (typical of RPGS)

There was a story to play through but  you could just fly around and land on a planet or asteroids and just find some old tunnels/ruins/alien nests to battle through.

You've got a huge chunk of it done already. You'd have to expand the "character" to be 2-6 characters each with their own skill tree and possibly special abilities. The skill tree itself would have to be expanded to include ground combat skills and, or course, you'd have it implement the actual ground based gameplay.

This idea lets you leverage what you've already built. If you have procedurally generated ground "dungeons" you could extend the gameplay without having to create each individual ground "area"

One of my favorite games of all time. Sentinel Worlds: Future Magic :)

10
News and Updates / Re: Your questions & our ability to answer
« on: May 20, 2015, 08:33:28 am »
Can you give us a state of the affairs with your dev team? Are you guys actively planning a larger content release in the near future? If so, how soon? It seems like you guys lost a lot of momentum due to a perceived drop off in post release content.

It doesn't seem like anyone posts here anymore, and it would be a shame if this game goes to waste.

11
Ideas and suggestions / Re: How do goods & pricing work?
« on: May 01, 2015, 10:42:12 am »
Something like adding a wrapper around the framework of the universe to allow for that "ticking" while the user isn't in a system? Definitely feasible, but you're right..you would need to maintain trader movement/dock/sell/buy and have the avg's of those prices be rolled up somewhere so that it affects the base that the user is at for sure. It almost seems you could build an economy around the existing framework, but that would be a dev job and a half.

12
General Discussions / Re: Is VoidExpanse Successful on Steam So Far?
« on: April 29, 2015, 03:18:22 pm »
No offense taken, really. The question I posed is in direct response to their point about doing more with the game IF sales continued to come in. I think the whole world at this point knows that the framework for a great game is all here, but standing along by itself there's a LOT missing that flesh out a great indie game.

My only point in asking was to see if it had/has been successful which would mean a direct correlation to them to continue to work/add on to the core of the program. I've been working on the code diligently in my own spare time to add in things like variablity to products, or spontaneous wars that break out, or trying to get passing traders to hail me, and ask me if I want to take on a quick job. Stuff like that.

What I'm trying to do is build the game that I've always wanted to play, and if the dev team has their own roadmap based on the financial capabilities, there's no reason I should spend my own time and resources to dev code myself (or pay someone to assist) IF the AT team is already doing some of it.

I hope that this game does really, really well. I think they've been a great dev team so far. The nitpicky stuff about voice acting and graphics are immaterial to me. Fleshed out content is not.

Hell, if these guys were open to it, I'd even consider tapping into some VC friends of mine and see if AT is outright open for purchase ;) Don't underestimate some of the people who have scene or played the game :)

13
Modding info / Re: Modders: In Here - All Hands on Deck!
« on: April 24, 2015, 04:54:51 pm »
Does anyone have the function for spawning new kinds of NPC's in the starting system? This will spawn a trader..

function SpawnMerchant(system_id, faction, jag_ids)
{
    //pick random jumpgate
    var jag_id = jag_ids[MathExt.RandRange(0, jag_ids.length)];
   var from_system_id = game.GetJumpgateDestinationSy stem(jag_id);
   var from_system_faction = generator.GetSystemFaction(from_system_id);
   if (from_system_faction == "aliens"
      || from_system_faction == "pirates")
   {
      return;
   }
   
   var tradersCount = ship.CountSystemNPCShipsWithB ehavior(system_id, "Trader");
   if (tradersCount >= 3)
   {
      // limit traders count in system to 3 max
      return;
   }
   
    var coords = game.GetObjectCoordinates(system_id, jag_id);

    // spawn trader
    var id = generator.AddNPCShipToSystem($i0005, "Trader", 5, "special_human_tradership", system_id, coords.x, coords.y, { class: "merchant", meta: "human" }); // Merchant

    relations.SetShipFaction(id, faction);
    ship.SetShipAsArrivedFromJump gate(id, jag_id);


is that the same function to reference a new npc type as well for a spawn?

14
Help section / Re: do Ships have inventory when they're flying around
« on: April 24, 2015, 07:54:12 am »
It is a pity..or, you can have reverse scanning done..ie- you as the player can get scanned by other ships and if it's contraband...you can pay, give up the goods, or a fight will start.

15
Mods / Re: tools for modding?
« on: April 23, 2015, 01:24:35 pm »
I think it would be extremely beneficial if AT could release a mod editor that would enable simple functions like: add unique npc, add faction, add item, etc and have that utility affect the required xmls. It's really a pain in the ass to add things like npc's and factions in and troubleshoot to make sure you got all the required xml's updated :D

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