Search found 1912 matches
- Tue Apr 10, 2012 10:41 pm
- Forum: Shipyards
- Topic: deriving xml from items and objects
- Replies: 1
- Views: 1870
deriving xml from items and objects
One common thing to do in modding is making variants on a given item. ie you need a certain event on that item or you are making a variant to overwrite the original (ie making the original notrandom) In OnGlobalTypesInit you can overwrite anything you want with dynamic types. The issue is you often ...
- Fri Mar 16, 2012 11:25 pm
- Forum: The Drawing Board
- Topic: vanilla alternator
- Replies: 4
- Views: 4096
Re: vanilla alternator
The only time OnGlobalTypesInit runs is when a player hits new game. The main power of this mod will come from several mods being able to alter the same thing. for example your mod needs a certain event on all ships and a different mod adjusts masses to make things more realistic. Those mods would b...
- Fri Mar 16, 2012 9:13 am
- Forum: Bug Reports & Tech Support
- Topic: unvSetExtensionData and consoles
- Replies: 3
- Views: 3849
unvSetExtensionData and consoles
I was trying to test out unvSetExtensionData using the transdata /run and it didn't work. Maybe we would have a general area where mods all can communicate and the console can get/set from that.
- Fri Mar 16, 2012 8:56 am
- Forum: The Drawing Board
- Topic: vanilla alternator
- Replies: 4
- Views: 4096
vanilla alternator
I am planning on making a mod that allows modders to get the xml of vanilla types. With this in OnGlobalTypesInit you can overwrite an altered version. v1 -- get the xml of an arbitrary vanilla type by the UNID v2 -- store and get the vanilla type allowing several mods to alter the same type. overwr...
- Wed Mar 14, 2012 11:42 pm
- Forum: Modding Reference
- Topic: event list
- Replies: 1
- Views: 3313
event list
here is a list of events in the game. There are most likely some missing and is anyone willing to categorize them? (what goes where) OnGameEnd OnGameStart Armor events GetMaxHP OnArmorDamage template events GetTypeSource OnGlobalTypesInit GetCreatePos GetGlobalAchievements GetGlobalDockScreen GetGlo...
- Wed Mar 14, 2012 8:54 pm
- Forum: Shipyards
- Topic: Dynamic Types
- Replies: 28
- Views: 19046
Re: Dynamic Types
new problem I can't seem to get random to work in the struct definition.
itemDamage : (random '("damage='laser:3d6'" "damage='particle:1d8'"))
makes itemDamage an empty string
itemDamage : (random '("damage='laser:3d6'" "damage='particle:1d8'"))
makes itemDamage an empty string
- Wed Mar 14, 2012 9:55 am
- Forum: Shipyards
- Topic: Dynamic Types
- Replies: 28
- Views: 19046
Re: Dynamic Types
now that I have played with it some more I can't seem to get OnEval working. Is it called something else?
edit: found out it is called OnGlobalTypesInit
edit: found out it is called OnGlobalTypesInit
- Tue Mar 13, 2012 10:32 pm
- Forum: Shipyards
- Topic: Dynamic Types
- Replies: 28
- Views: 19046
Re: Dynamic Types
with 1.08 we could get a example xml showing how template type works. I can't seem to get it to work.
- Wed Feb 22, 2012 2:23 am
- Forum: Shipyards
- Topic: Dynamic Types
- Replies: 28
- Views: 19046
Re: Dynamic Types
it wouldn't solve the problem I admit but it would certainly help, we would still have the old stuff in xml so that isn't a problem.
This isn't about removing them from the game, I would just like them not to randomly appear anymore.
This isn't about removing them from the game, I would just like them not to randomly appear anymore.
- Wed Feb 22, 2012 12:50 am
- Forum: Shipyards
- Topic: Dynamic Types
- Replies: 28
- Views: 19046
Re: Dynamic Types
a few of functions that came from irc discussions (should I make tickets for each of these?) (itmSetFrequency UNID frequency) ;sets the frequency of an item (staSetLevelFrequency UNID levelFrequency) ;sets the level frequency of a station this would allow us to remove old items and stations (both st...
- Tue Feb 21, 2012 10:00 am
- Forum: Shipyards
- Topic: Dynamic Types
- Replies: 28
- Views: 19046
Re: Dynamic Types
one question, what happens when you start a new game when your old game had dynamic types defined? Would it be locked into those? Or would things that are dynamic type dependent not be on the title screen (then when are they bound)?
- Mon Feb 20, 2012 8:03 pm
- Forum: Shipyards
- Topic: Dynamic Types
- Replies: 28
- Views: 19046
Re: Dynamic Types
hmm I like it but have a couple questions. Would storage.xml be loaded before this allowing us access to data saved there? Would we be able to use typSetGlobalData or something else to communicate between different evaluations? (other than globals of course) I am assuming that it isn't saved in the ...
- Mon Feb 20, 2012 7:45 pm
- Forum: Shipyards
- Topic: unvGetExtensionData and unvSetExtensionData
- Replies: 7
- Views: 4856
Re: unvGetExtensionData and unvSetExtensionData
sounds fair, maybe in the future we can close then open the storage.xml with a function so we can use make tools communicate with transcendence in real time and to be able to run code snippets from a text editor instead of the console. for example (unvLoadExtensionData) ;would read the Extension Dat...
- Sun Feb 19, 2012 9:26 pm
- Forum: Shipyards
- Topic: unvGetExtensionData and unvSetExtensionData
- Replies: 7
- Views: 4856
Re: unvGetExtensionData and unvSetExtensionData
I think it should be closed. It would be nice to have more than one settings file but it is not a major thing. one solution would be for scope to accept a file name, the one called cloud would be synchronized as needed with the server. That would allow mods the depend on that to always have a local ...
- Sun Feb 19, 2012 7:57 pm
- Forum: Shipyards
- Topic: unvGetExtensionData and unvSetExtensionData
- Replies: 7
- Views: 4856
unvGetExtensionData and unvSetExtensionData
Ticket 696 is so close to 736 I am surprised one was fixed and the other was not. The only difference is 736 wants those settings to be in its own file for a given mod. This has several advantages. You can share settings without editing the files easily, with a single file approach any setting shari...