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Re: A newbies introduction to hardcoding
Posted: Thu Apr 10, 2014 5:35 pm
by RAD-82
xlandar wrote:Yes, unfortunately, I believe Everything listed under impossible is still impossible.
Some things have changed with the 1.5.4 patch.
Under impossible:
-you can't change beam colour at all, only the impact graphic.
New <color> tag for beams! See Anti-Bio Beam for details. This is now possible.
- Disabling multiple systems of an enemy in one event level
I've never tested this stuff, but there is a test event in the files now that tries to limit 4 systems (of the player) in one event. I can't say if this can be moved to the possible list, but it is something that should be re-tested.
- Custom explosion graphic for MISSILES type weapons (will be offset incorrectly)
I don't think this is a problem anymore. The new patch added new explosions for crystals, which are MISSILE type weapons. I've done a recolor of these new explosions, and they work fine. I think this one is now possible.
- Giving a random item from a list by calling that list
This appears to be possible now.
Re: A newbies introduction to hardcoding
Posted: Thu Apr 10, 2014 5:48 pm
by Sleeper Service
RAD-82 wrote:- Disabling multiple systems of an enemy in one event level
I've never tested this stuff, but there is a test event in the files now that tries to limit 4 systems (of the player) in one event. I can't say if this can be moved to the possible list, but it is something that should be re-tested.
Oh it definitely works on the player, the problem was always to make this work for enemies. But yeah, needs re-testing.
RAD-82 wrote:- Custom explosion graphic for MISSILES type weapons (will be offset incorrectly)
I don't think this is a problem anymore. The new patch added new explosions for crystals, which are MISSILE type weapons. I've done a recolor of these new explosions, and they work fine. I think this one is now possible.
That would be great. Although I had some visual glitches with calling non default explosions on bombs for some reason...
RAD-82 wrote:- Giving a random item from a list by calling that list
This appears to be possible now.
True, that seems to work now, shown by these dlc items lists that give AE gear only as rewards...
Re: A newbies introduction to hardcoding
Posted: Thu Apr 10, 2014 8:59 pm
by English Narwhal
RAD-82 wrote:
- Giving a random item from a list by calling that list
This appears to be possible now.
Though now useless, there was a workaround: have a bunch of identical-text events under one event list, each offering a different weapon. Inefficient, but interesting.
Re: A newbies introduction to hardcoding
Posted: Fri Aug 29, 2014 10:05 pm
by NarnKar
You can change beam color. It's the <color> tag on the anti-bio beam if you take a look at it. Within, it has subtags of <r> <g> and <b> for...RGB, obviously.
[quote=Sleeper_Service]- Airlocks on enemies (appears to be glitched)
- Weapon animations with too many frames[/quote]
I've seen an airlock on an enemy screencap before? I don't quite recall where though.
As for weapon animations with too many frames, I did make a weapon with 57 animation frames that was 1800 some px long, and aside from a mild jitter in one of the frames, it otherwise worked just fine.
Re: A newbies introduction to hardcoding
Posted: Fri Aug 29, 2014 10:40 pm
by xlandar
All this new stuff! I'll have to update the list when I get back to my computer.
Re: A newbies introduction to hardcoding
Posted: Fri Aug 29, 2014 11:05 pm
by Sleeper Service
NarnKar wrote:I've seen an airlock on an enemy screencap before? I don't quite recall where though.
As for weapon animations with too many frames, I did make a weapon with 57 animation frames that was 1800 some px long, and aside from a mild jitter in one of the frames, it otherwise worked just fine.
This limits might actually depend on system/version of the game. For me 2000x2000 seems to be the max, but Russian Rockman also reported that large images woke for him, so the image size limitations might not be that coherent. Pre AE there was a lot of odd stuff happening when frames, fire point and charge point deviated a lot from how weapons distribute this stuff in vanilla. Not sure if that is still the case.
Re: A newbies introduction to hardcoding
Posted: Sun Sep 28, 2014 12:52 pm
by Harry
How do you change it so that you can have systems that are invincible?
Re: A newbies introduction to hardcoding
Posted: Sun Sep 28, 2014 12:58 pm
by kartoFlane
That is no longer possible, AE broke the feature that was used to accomplish that.
Re: A newbies introduction to hardcoding
Posted: Sun Sep 28, 2014 3:49 pm
by theDoomBox
Something else to add under impossible. Having weapons consume any resource other than drones or missiles. I've done extensive testing trying to get weapons to consume things like fuel, but alas. If anyone knows a way that'd be great though.
Re: A newbies introduction to hardcoding
Posted: Mon Sep 29, 2014 7:30 am
by NewAgeOfPower
Also, if you set either system casing or hull plating mods to 50% or higher, beams do not damage the system/ship.