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Sathaerz

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Posts posted by Sathaerz

  1. I'm not sure if there's already a way to do this in structured mission, but a way to differentiate between client-only triggers and server-only triggers would be awesome.

    I guess I could always wrap the declarations in onServer / onClient but that feels kind of gross.

  2. Seconding this. I don't think I've ever seen anyone who actually likes the camo texture. Every opinion I have seen ranges from neutral to dislike.

    I actually end up coloring all of my ships dark grey specifically to hide the camo pattern.

    • Thanks 1
  3. Is there an example of how to color dialogs or change the name in the upper left corner somewhere? I can't find any examples in the script or the documentation.

    EDIT / UPDATE: I actually managed to figure this out through pure guesswork / conjecture based on some of the mission utility functions / names, but I still think it would be a good idea to add a resource for others somewhere in the documentation.

    EDIT / UPDATE2: I just saw the updated documentation! Looks great!

  4. Yet Another Request™

    Add this code (or something similar) to AsyncPirateGenerator:

    function AsyncPirateGenerator:setPirateFactionByLevel(_PirateLevel)
        self.pirateLevel = _PirateLevel
    end

    Or at least make it so I can modify the pirate level of the generator somehow. I already have this set up myself, but I think it would be a nice addition to anyone who wanted to feature the same pirate faction in a mission that spanned two sectors over a large distance.

  5. Another request: I'd like a way to get the random names the game generates internally for ships / factions, for scripting purposes.

    EDIT: I looked through the documentation and I found this. I can't believe I missed that on the first pass.

  6. Currently, the game sprays you with a firehose of point defense chainguns and point defense lasers. You don't need nearly as many as it gives you. It also gives you a TON of anti-fighter turrets, which you need even less than PDCs / PDLs.

    I looked through the script for weapon probabilities, and p for point defense chainguns / lasers is 1. It is 2 for anti-fighter turrets. I'd suggest reducing it to 0.25 for each. I think you could even go as low as 0.12 for anti-fighter turrets.

    Also, would it be possible to make it so that legendary PDCs / PDLs / Anti-Fighter turrets don't drop from enemies? There's nothing quite as annoying as getting excited about a legendary weapon dropping, only for it to be an Anti-Fighter turret.

    I made a mod that does all of this, but Tengu commented that it would be nice to see this in the base game, so I figured I'd toss it on here.

    • Like 2
  7. 13 hours ago, koonschi said:

    There's no way to sync those. What you'd have to do is request those custom values in the diplomacy window from the server via invokeServerFunction() and on the server, respond with invokeClientFunction(), sending the data in the parameters.

    Oh, interesting. That... significantly changes how I'm going to have to write this.

    Thanks for the quick reply. Appreciate it, as always.

    EDIT: Is there a way to make sure it waits for the update to run before continuing the function? I still have to double-click before it shows the data, which is strange.

  8. I'd like a way to sync faction traits between server and client. I've noticed that you can set faction traits server-side, but when you click on the diplomacy window the values have not been set client-side.

    If there's a way to do this already, it's not clear based on the documentation / scripts. I'm trying to add some custom traits that get updated on the fly, and currently they are not getting set in the diplomacy window until the game is unloaded / reloaded which isn't ideal.

  9. I was looking back through some of the older suggestions and I found this. One great way to differentiate between factions would be how they phrase the mission briefings. If you want to see an idea of how this is done, you can check out one of my mods:

    https://steamcommunity.com/sharedfiles/filedetails/?id=2133506910

    The "Destroy Prototype Battleship" mission has three different possible dialogues, based on the "aggressive" trait of the faction that you're accepting it from. You could definitely do more with this, too. Like maybe honorable factions talk about honor instead of money, etc. I've attached a screenshot of a couple of the different mission briefings.

    It's not a big thing - it is just stitching text together according to different values, but it will make a faction feel much more polished and distinct than just having generic messages about transferring ships or something. It's also just fun! I had a ton of fun trying to think about different turns of phrases that the various factions could use depending on how aggressive they were.

    20200905142302_1.jpg

    20200905142127_1.jpg

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