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Sathaerz last won the day on December 6 2020

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  1. This is pretty easily solvable via script. All the devs would have to do is something like this: local hpFactor = 10 --Or another appropriate number. if math.random() < 0.5 then traderShip = ShipGenerator.createTradingShip(traderFaction, MatrixLookUpPosition(-dir, vec3(0, 1, 0), traderPos)) else traderShip = ShipGenerator.createFreighterShip(traderFaction, MatrixLookUpPosition(-dir, vec3(0, 1, 0), traderPos)) end local traderDurability = Durability(traderShip) if traderDurability then traderDurability.maxDurabilityFactor = (traderDurability.maxDurabilityFactor or 0) + hpFactor end traderShip:addScript("deleteonplayersleft.lua") ShipAI(traderShip.index):setPassiveShooting(true) traderShip:registerCallback("onDestroyed", "onTraderShipDestroyed")
  2. The API for torpedoes could use some work. I have a ship with two torpedo tubes that each have 6 available slots. The following code: local _Player = Player(callingPlayer) local _Craft = _Player.craft local _Launcher = TorpedoLauncher(_Craft.index) local _Shafts = {_Launcher:getShafts()} for _, _Shaft in pairs(_Shafts) do print("K : " .. tostring(_) .. " - V : " .. tostring(_Shaft)) end print("numShafts : " .. tostring(_Launcher.numShafts) .. " - maxShafts : " .. tostring(_Launcher.maxShafts)) returns 10 shafts in _Shafts, and both numShafts and maxShafts returns 10. _Launcher:getFreeSlots(_Shaft) will also return 15 if the shaft is unavailable for use. Trying to dynamically load the launchers based on the number of available slots will KILL the game and corrupt a save to the point where it needs to be restored from a backup.
  3. Please report this. This is a months-old bug that I have repeatedly reported that nothing has been done about. Several other players have brought it up in the discord as well.
  4. 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.
  5. 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.
  6. I warned them that the legendary turrets were too weak and they told me to try them first.
  7. Try going in creative mode and hitting "guns guns guns" about 10 times. Guarantee you that you will end up with more PDC / PDL / Anti-Fighter turrets than any other gun type.
  8. 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!
  9. Thank you! I'll take a note of that.
  10. Yet Another Requestâ„¢ 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.
  11. 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.
  12. A similar menu for the consumer stations would also be amazing. I'd like to see how much my consumer stations have spent / made over time.
  13. Maybe a ledger or something. It would be nice to be able to track how much money you spent / made in a single game over a course of a few hours or something. This would be especially good with alliances. When I was doing an alliance-only playthrough with a friend we'd frequently lose a bunch of money and have no idea why we lost it.
  14. Also, while I'm at it - less frequent IDWS drops would be great too.
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