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November 19th, 2005, 03:25 PM
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Re: A Serenity/Firefly Mod
Well, I'm testing my map of the 'Verse, and as I started the campaign, it gave me an "invalid index" error; any ideas on that? I'm using some randomly generated maps right now, the only things I've changed is copying another campaign's heder data to mine. The races don't match up with the systems, would that do it?
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November 19th, 2005, 04:00 PM
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Shrapnel Fanatic
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Re: A Serenity/Firefly Mod
Maybe the information in this thread will be of use.
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November 19th, 2005, 09:43 PM
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Re: A Serenity/Firefly Mod
Well, it's not any of those things, so I'll keep looking.
I got the Crybaby working pretty well. The illegal cargo isn't detected, but it fires a torpedo that gets their attention. There's still two things I can't quite figure out, though:
1) Is there any way to get weapons to do 0 damage and still fire? Some sort of unused damage type, perhaps?
2) I made a crybaby layout based on the human satelite with the SlotModder and saved it, everything looks good. But for some reason, whenever you launch it, it has the right layout, but there is no transmitter weapon. But, if you change the layout to the satelite, the crybaby components are attatched. Have I missed something that I needed to change?
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November 20th, 2005, 08:45 PM
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Shrapnel Fanatic
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Re: A Serenity/Firefly Mod
1 damage point is completely useless in a weapon. No need to be exactly zero unless I'm missing something.
Try checking the slot names, and make sure the appropriate types of slots are being used. Facings, weapon firing points, and slot name may all be important.
The easiest way to be sure it is good, is to load the satellite layout (since you know it works), then rearrange the existing slots to the shape you want, and finally save it under a new name.
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November 21st, 2005, 09:06 AM
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Second Lieutenant
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Re: A Serenity/Firefly Mod
Is it possible to have a ship always trail "smoke", like in adition to engine glow?(you know where I'm going with this....see attachment)
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November 21st, 2005, 04:53 PM
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Shrapnel Fanatic
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Re: A Serenity/Firefly Mod
The smoke/steam/fire is based on % damage I believe.
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November 21st, 2005, 05:56 PM
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Re: A Serenity/Firefly Mod
Here's hoping, that looks pretty good, Hugh.
Well, the crybaby's working well, fuel's implemented and I just have to go through the map and polish some things. The current project is a "Full Burn," a temporary speed boost. I was planning on basing it off of Hok's Fuel system, unless anyone has any better ideas?
Oh yes, and does anyone know how "Component Picked Up By Player Ship" works? Does it test to see if a component was picked up from a random cargo crate, if it's just on board, what?
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November 24th, 2005, 10:22 PM
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Captain
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Re: A Serenity/Firefly Mod
On question: Firefly takes place in one system, are you going to keep that setup or change it?
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