Search found 76 matches
- Thu Oct 17, 2013 8:00 am
- Forum: Pioneer development
- Topic: Gui pop a window from lua based on event
- Replies: 4
- Views: 3522
Re: Gui pop a window from lua based on event
It will be possible when more of the UI has been converted to be driven by Lua. Unfortunately, that is taking very long time. But we are making progress. Yeah, GUI's a terrible time eater, I know that all too well, even for just setting it up, let alone write the whole architecture. It's good to he...
- Wed Oct 16, 2013 5:04 pm
- Forum: Ship and 3D asset development
- Topic: Shield meshes
- Replies: 40
- Views: 25041
Re: Shield meshes
Of everything I've seen in games, I still like the effect in I-war best: A very quick, mildly violent, roughly circular burst (actually, pretty similar to the shield effect seen in the model system demonstrator posted by robn some days ago, except a bit more fancy)
- Wed Oct 16, 2013 4:54 pm
- Forum: Pioneer development
- Topic: Gui pop a window from lua based on event
- Replies: 4
- Views: 3522
Re: Gui pop a window from lua based on event
I submitted a request for that a while ago... well, two actually, because I forgott that I already did it a while longer ago. So far there hasn't been any implementation, but since GUI is in general overhaul anyways currently I'm not really surprised. I hope the possibility will be in there once it'...
- Tue Oct 15, 2013 9:40 am
- Forum: Pioneer development
- Topic: Is time for a ships Balance
- Replies: 52
- Views: 24225
Re: Is time for a ships Balance
I'd actually like to see Ve and thrust changeable from script. That way we could have deteriorating engines when not serviced. And an occasional engine tuning (nothing gamebreaking, something like "sure, I can readjust your engines to maximise exhaust velocity by 2%, but you'll loose 3% percent...
- Tue Oct 15, 2013 8:11 am
- Forum: Pioneer development
- Topic: Is time for a ships Balance
- Replies: 52
- Views: 24225
Re: Is time for a ships Balance
Ah right... didn't see how to get the thrust either, so I thought it wouldn't be much use. Turns out you already figured out how to get thrust, though. So something like this should get you the current DV (you'll need to get the thrust first, of course): local stats = Game.player:GetStats() local mf...
- Mon Oct 14, 2013 1:47 pm
- Forum: Pioneer development
- Topic: Is time for a ships Balance
- Replies: 52
- Views: 24225
Re: Is time for a ships Balance
Hmmm, currently there's no function to get the exhaust velocity. I'd suggest to put up a request to include exhaust velocity into the stats table (needs to be done core-side)
- Sat Oct 12, 2013 8:09 pm
- Forum: Pioneer development
- Topic: Bobs scripting woes
- Replies: 84
- Views: 45421
Re: Bobs scripting woes
Ummm... is it possible that player.frameBody is nil if the player is LANDED? It seems that way to me, but maybe I'm just doing something wrong...
- Sat Oct 12, 2013 1:10 pm
- Forum: Pioneer development
- Topic: Bobs scripting woes
- Replies: 84
- Views: 45421
Re: Bobs scripting woes
Does the UI need to permanently store a reference? Well, it imports it, which is about the same thing... Only store in one place (the lib) and let the other places obtain a fresh reference from the lib when they need it. So... instead of returning the whole thing in the lib, I'd instead return an o...
- Sat Oct 12, 2013 10:05 am
- Forum: Pioneer development
- Topic: Bobs scripting woes
- Replies: 84
- Views: 45421
Re: Bobs scripting woes
So, LUA and deallocation... I don't seem to get the hang of this. I have a class that stores the players discoveries. It has its own file which is in the libs folder, and it doesn't get instantiated, all references anywhere in the game point to the same object. There's two references to it, one in t...
- Mon Oct 07, 2013 6:54 pm
- Forum: Pioneer development
- Topic: Bobs scripting woes
- Replies: 84
- Views: 45421
Re: Bobs scripting woes
Yay, I got saving, loading, UI... and exploding waypoints! Micheal Bay would be jealous :lol:
So I have pretty much everything together needed to find stuff... now I'll need to implement the exploitation too, I guess.
So I have pretty much everything together needed to find stuff... now I'll need to implement the exploitation too, I guess.