Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - jeeplaw

#1
Mods / MOD - License to Kill
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!
#2
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?
#3
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. :)
#4
Guys, which file engages the loading of a saved game? Id like a custom sound file to play when that occurs. Thanks
#5
Modding info / Modders: In Here - All Hands on Deck!
April 13, 2015, 10:08:25 AM
For those who are currently modding, i think some of you have come to the realization that we can pretty much do almost anything by modding the game. At least thats hiw i feel.That being said, as a community, i dont think it would do us any good developing out a mod or mods that overlap each other.

So, if youre working on something post it up! It can be small, like my License to Kill mod which introduces kill pirate licenses to something as big as the BTC mod. Either way, we can also learn from each other. Took me forever to learn ehich files to edit to put a new faction in [CyberDyne ftw!] But it works..finally!

So what i have is

1] License to Kill mod : completed, waiting for release. Earn extra creds and exp for killing pirates.


2] CyberDyne factoon Mod : WiP. Faction is in, sectors are in, not sure if ships have spawned yet.
-- no quests yet, no unique npcs yet, no unique ships yet

3] Dynamic quest bulletin board : WiP. Shooting for something like Mechwarrior 2 quest assignments


#6
Hi guys,
Any kind of feedback for sales yet? Just curious if it's meeting or has exceeded your expectations?
#7
I've got a mod I'm working on that does the following:

1) You can buy a freelancer hunter license at space ports
2) When equipped (or maybe just in inventory), everytime you kill a pirate, you gain %0% credits. I'm basically going to mimic this function in the collision.js file:

actions.InvokeTrigger("onNpcDie",
            {
                killer_ship_id: args.caster_id,
                ship_id: args.ship_id,
                npc_id: game.GetShipOwner(args.ship_id)
            });
    }

    var level = ship.GetLevel(args.ship_id);
    var exp_earned = 150 + Math.pow(level, 1.3);
    var money_earned = 300 + Math.pow(level,1.3);

    if (args.caster_id > 0 && game.IsShipPlayerControlled(args.caster_id))
    {
        ship.SetCurrentValueDelta(args.caster_id, "experience", exp_earned);
        ship.SetCurrentValueDelta(args.caster_id, "money", money_earned);
    }
}


But what I'm not piecing together is this line in in the localization file:

Line 235: Notifications.Money.Added:                                                  %amount%d added

How do I call that value?



I guess what I'm asking is, whenever i kill a pirate, what is the code to add some amount to the player?

edit: ok, i learned how to do it..partially..still have a question.

if (args.caster_id > 0 && game.IsShipPlayerControlled(args.caster_id))
    {
        ship.SetCurrentValueDelta(args.caster_id, "experience", exp_earned);
      player.AddMoney("jeeplaw", 100500);
      player.AddExperience("jeeplaw", 100500);

THAT WORKS. But, that's not going to work for a real mod to be released. Why isn't player.AddExperience(PLAYER, 100500); working? I've got using(player); in the header of the file.
Something isn't adding up.
#8
I tried the old console commands and those aren't working. What's a good way to spawn an item and place it into inventory? Thanks
#9
Game discussion / Steam Keys?
April 03, 2015, 07:59:35 AM
Lurler,
How do we go about getting our steam keys for the old guys who have been around for awhile?
#10
Hey guys,
Just perusing the forums and noticed not a ton of activity dev side, figured it was because you were/are getting the steam port ready for ga code release. Is there anything you can put together for us fans of your game that will have us look forward to new and exciting things?

Love the game as it seems to be a great framework to build a ton of content into it. Different factions, ships, weapons, scripted events based on timers, etc, etc. Would love to see a flourishing universe built out for greater interactivity. My guess it's a resources issues (number of devs, dev requests, etc)?

Anyways, thanks for the continued development of a great framework!
#11
Game discussion / New Hulls
October 12, 2014, 04:50:53 PM
One of the thing that draws me to almost any space game is the amount of hulls you can choose from to buy and upgrade. Do you guys have a bunch of new ones coming in at any time? :D

Keep up the great work btw, big fan and early adopter here.

Hoping to see more random battle/mission generators in the future. Ie- come across a sector and theres a battle between factions going on and you can jump in and gain xp/money.

Maybe also an option to buy Kill Certificates for any given faction so that when you kill pirates or other hated faction members, you get rewarded in credits too?