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#1
Modding info / Re: Problem with script
August 23, 2017, 05:53:34 AM
i'll try and i'll tell you if it work.
Edit: It work! thank you, i don't know why in specialobject.js if (ballisticWeapons == null) work and not in my script but now it work
#2
Modding info / Problem with script
August 23, 2017, 05:31:34 AM
Hi, i'm working on a new mod, a device to restore ammunition it work but i have a problem

i've this
var ballisticWeapons = ship.GetWeaponsOfType(args.ship_id, 2);

   
   

//check weapon
if (ballisticWeapons == null)
    {
ship.DeviceDeactivate(args.ship_id, args.slot_id, true);
        game.SendNotificationError(game.GetShipOwner(args.ship_id), "No Ballistic Weapon"); // Repair is not required: Repair is not required.
        return;
    }


not working, the game just ignore the if.
i've tried if (ballisticWeapons == undefined)
if (!ballisticWeapons )
and nothing work.
Is someone have an idea why it's not working?
#3
Mods / Problem with my mod
July 19, 2016, 02:24:51 AM
Edit: just found why it's not working anymore * Changed healing beam balance, now it heals 25% structure for 5 seconds regardless of maximum HP

i've create this mod http://steamcommunity.com/sharedfiles/filedetails/?id=480173777&searchtext=repair

it was working fine on 1.4.9 but now it just see ship immortal...

i've look into device_repair_beam.xml to see if anything have change but it's still the same, so device_repair_beam.xml work and mine not and i don't know why.
Maybe it's a bug?.

here's the code

<?xml version="1.0" encoding="utf-8"?>

<root>
   <header>
      <id>device_repair_beam_exp</id>
      <title>Experimental Repair beam</title>
      <description>Special device designed to repair other ships in space.</description>
      <enabled>1</enabled>
   </header>

   <gfx>
      <icon>items/devices/device_repair_beam_exp.png</icon>
   </gfx>

   <data>
      <type>9</type>
      
      <shops>
         <shops_level>30</shops_level>
         <faction_filter></faction_filter>
         <faction_only>0</faction_only>
         <faction_reputation>0</faction_reputation>
         <price>10000</price>
      </shops>
      
      <flags>
         <!-- none -->
      </flags>

      <upgrades_max>0</upgrades_max>
      <upgrades>
         <!-- none -->
      </upgrades>

      <requirements>
         <effects>
            <effect>
               <id>engineering_ability</id>
               <value>5</value>
            </effect>
         </effects>
      </requirements>

      <effects>
         <!-- none -->
      </effects>

      <item_data>

         <durability>25000</durability> <!-- max durability -->

         <cooldown>1</cooldown> <!-- cooldown in seconds after initiation of usage -->

         <!-- DEVICE ACTIVATION
            determines a way the module can be activated
         -->
         <target>3</target> <!-- 0- N/A, 1- self, 2- area (around self), 3- object, 4- coordinates -->
         <target_parameters>
            <range>10</range> <!-- used for all except "self" and "area" mode. -->
            <area>10</area>
            <!-- determines area of effect on specified coordinates. only for "area", "target", "coordinates" -->
            <target_filter>ship</target_filter>
            <!-- only for "target" mode. For target can be specified: asteroid, ship, crate, jumpgate, base -->
         </target_parameters>

         <!-- DEVICE ACTION
            determines how module effect should be applied
         -->
         <action_type>2</action_type> <!-- 0- N/A, 1- immediate, 2- per frame, 3- on complete -->
         <!-- the following configuration is only applicable for "per frame" and "on complete" modes -->
         <action_parameters>
            <duration>0</duration> <!-- 0 for infinite -->
            <cancel_on_move>0</cancel_on_move> <!-- module is disabled when ship moves -->
            <cancel_on_take_damage>0</cancel_on_take_damage> <!-- module is disabled when ship takes damage -->
            <cancel_on_deactivate>0</cancel_on_deactivate> <!-- module is disabled when user activates it again (in this case deactivates) -->
         </action_parameters>

         <!-- CUSTOM PARAMETERS
            can be any number parameters, also accessible through scripts
         -->
         <custom_parameters>
            <!-- duration in seconds -->
            <duration>3</duration>
            <heal_per_second>150</heal_per_second>
            <energy_per_second>75</energy_per_second>
         </custom_parameters>

         <!-- script definition for this module, must be valid filename -->
         <script>RepairBeam.js</script>

      </item_data>
   </data>
</root>
#4
Modding info / Re: software to creating hull
July 16, 2015, 01:51:52 AM
thx i'll try with gimp
#5
Modding info / software to creating hull
July 15, 2015, 07:30:00 AM
Hi i use Gimp to change the color of the asteria but when i test in game 've a pink error color, what can i use to modifed it? i'll try blender with hull_asteria.obj.
Otherwise what can  use?
#6
Modding info / Re: question about goods/ore
July 14, 2015, 02:44:24 AM
Quote from: Silberspeer on July 12, 2015, 09:31:07 PM
We will fix it in one of the upcoming patches. It will generate new-added goods at the bases without necessity in making the new save.
Cool thank you ^^
#7
Modding info / question about goods/ore
July 12, 2015, 01:01:57 PM
i've made a mod, it add uranium bar for 1500d but i can't see it on a old savegame, only on a new.
Is it a problem with goods/ore? anything else can be found right after install... :s
#8
Modding info / Mod error i don't know why (solved)
July 11, 2015, 10:57:09 AM
i want to create a more powerfull version of repair beam but i've this error
11.7.15 15:36:22.4315 [IMP] Error loading mod from C:\Users\Pc\Documents\AtomicTorchStudio\VoidExpanse\Mods\Experimental Repair Beam.mpk

I don't now what is wrong, i've copy the script and rename it, my device .xml seems ok...

I've the same error with my new mining device mod...
No problem with my hull mod.

so
/root
content
   sound
     special
       grappler_process.ogg
       mining_complete.ogg
       mining_start.ogg
   textures
     items
      devices
        modicon.png       
data
   items
     devices
       mod.xml (modified from the original repair beam, use the script RepairBeam.js)
   scripts
     devices
        localization
            RepairBeam.en_us
            RepairBeam.ru_ru
            RepairBeam.fr_fr
         RepairBeam.js (original)
     visual_effects
         healing_visual_effect.xml
         mining_visual_effect.xml
header.xml
icon.png


If you need more info tell me :s idon't know were is the problem i think it's a script problem

The problem come from the header, i don't know why just recreate it from the uploader, now it work