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Raio_Verusia

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About Raio_Verusia

  • Birthday 05/03/1995

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  1. I haven't played in a while and the torpedo code doesn't seem to work for me currently in the lastest stable branch build, unless I've forgotten how I did it last time. I will download your version and see, I was talking to Lyra when we worked on that snippet of code. Edit: By the way, don't be shy, if you have Steam go ahead and have a chat with Lyravega if it concerns their mod, like I did. They're quite friendly and helpful.
  2. This is for anyone missing their torpedo tooltips. Edit: You just throw this into the tooltipmaker.lua, at the very bottom. function makeTorpedoTooltip(torpedo) -- create tool tip local tooltip = Tooltip() tooltip.icon = torpedo.icon -- title local title local line = TooltipLine(25, 15) line.ctext = torpedo.name line.ccolor = torpedo.rarity.color tooltip:addLine(line) -- primary stats, one by one local fontSize = 14 local lineHeight = 20 -- rarity name local line = TooltipLine(5, 12) line.ctext = tostring(torpedo.rarity) line.ccolor = torpedo.rarity.color tooltip:addLine(line) -- primary stats, one by one local fontSize = 14 local lineHeight = 20 local line = TooltipLine(lineHeight, fontSize) line.ltext = "Tech"%_t line.rtext = torpedo.tech line.icon = "data/textures/icons/circuitry.png"; line.iconColor = iconColor tooltip:addLine(line) -- empty line tooltip:addLine(TooltipLine(15, 15)) if torpedo.hullDamage > 0 and torpedo.damageVelocityFactor == 0 then local line = TooltipLine(lineHeight, fontSize) line.ltext = "Damage"%_t line.rtext = toReadableValue(round(torpedo.hullDamage), "") line.icon = "data/textures/icons/screen-impact.png"; line.iconColor = iconColor tooltip:addLine(line) elseif torpedo.damageVelocityFactor > 0 then local line = TooltipLine(lineHeight, fontSize) line.ltext = "Hull Damage"%_t line.rtext = "up to ${damage}"%_t % {damage = toReadableValue(round(torpedo.maxVelocity * torpedo.damageVelocityFactor), "")} line.icon = "data/textures/icons/screen-impact.png"; line.iconColor = iconColor tooltip:addLine(line) end if torpedo.shieldDamage > 0 and torpedo.shieldDamage ~= torpedo.hullDamage then local line = TooltipLine(lineHeight, fontSize) line.ltext = "Shield Damage"%_t line.rtext = toReadableValue(round(torpedo.shieldDamage), "") line.icon = "data/textures/icons/screen-impact.png"; line.iconColor = iconColor tooltip:addLine(line) end -- empty line tooltip:addLine(TooltipLine(15, 15)) -- maneuverability local line = TooltipLine(lineHeight, fontSize) line.ltext = "Maneuverability"%_t line.rtext = round(torpedo.turningSpeed, 2) line.icon = "data/textures/icons/dodge.png"; line.iconColor = iconColor tooltip:addLine(line) local line = TooltipLine(lineHeight, fontSize) line.ltext = "Speed"%_t line.rtext = round(torpedo.maxVelocity * 10.0) line.icon = "data/textures/icons/afterburn.png"; line.iconColor = iconColor tooltip:addLine(line) if torpedo.acceleration > 0 then local line = TooltipLine(lineHeight, fontSize) line.ltext = "Acceleration"%_t line.rtext = round(torpedo.acceleration * 10.0) line.icon = "data/textures/icons/blaster.png"; line.iconColor = iconColor tooltip:addLine(line) end local line = TooltipLine(lineHeight, fontSize) line.ltext = "Range"%_t line.rtext = "${range} km" % {range = round(torpedo.reach * 10 / 1000, 2)} line.icon = "data/textures/icons/target-shot.png"; line.iconColor = iconColor tooltip:addLine(line) if torpedo.storageEnergyDrain > 0 then local line = TooltipLine(lineHeight, fontSize) line.ltext = "Storage Energy"%_t line.rtext = toReadableValue(round(torpedo.storageEnergyDrain), "W") line.icon = "data/textures/icons/electric.png"; line.iconColor = iconColor tooltip:addLine(line) end -- empty line tooltip:addLine(TooltipLine(15, 15)) -- size local line = TooltipLine(lineHeight, fontSize) line.ltext = "Size"%_t line.rtext = round(torpedo.size, 1) line.icon = "data/textures/icons/missile-pod.png"; line.iconColor = iconColor tooltip:addLine(line) -- durability local line = TooltipLine(lineHeight, fontSize) line.ltext = "Durability"%_t line.rtext = round(torpedo.durability) line.icon = "data/textures/icons/health-normal.png"; line.iconColor = iconColor tooltip:addLine(line) -- empty line tooltip:addLine(TooltipLine(15, 15)) tooltip:addLine(TooltipLine(15, 15)) -- specialties local extraLines = 0 if torpedo.damageVelocityFactor > 0 then local line = TooltipLine(lineHeight, fontSize) line.ltext = "Damage Dependent on Velocity"%_t tooltip:addLine(line) extraLines = extraLines + 1 end if torpedo.shieldDeactivation then local line = TooltipLine(lineHeight, fontSize) line.ltext = "Briefly Deactivates Shields"%_t tooltip:addLine(line) extraLines = extraLines + 1 end if torpedo.energyDrain then local line = TooltipLine(lineHeight, fontSize) line.ltext = "Drains Target's Energy"%_t tooltip:addLine(line) extraLines = extraLines + 1 end if torpedo.shieldPenetration then local line = TooltipLine(lineHeight, fontSize) line.ltext = "Penetrates Shields"%_t tooltip:addLine(line) extraLines = extraLines + 1 end if torpedo.shieldAndHullDamage then local line = TooltipLine(lineHeight, fontSize) line.ltext = "Damages Both Shield and Hull"%_t tooltip:addLine(line) extraLines = extraLines + 1 end if torpedo.storageEnergyDrain > 0 then local line = TooltipLine(lineHeight, fontSize) line.ltext = "Requires Energy in Storage"%_t tooltip:addLine(line) extraLines = extraLines + 1 end for i = 1, 3 - extraLines do -- empty line tooltip:addLine(TooltipLine(15, 15)) end return tooltip end
  3. Is it just me, or, is it a little silly that the assembly blocks can produce fighters en-masse (okay not really but my 7-slot carrier produces them well enough), but torpedoes are out of the question? Self-sufficient Aegis torpedo boats would be cool, a ship built for torpedoes and countering torpedoes and fighters... I understand the balance side of things, believe me I do. A ship able to produce torpedoes would be extremely powerful. But I want my LRM boat darn-it!
  4. I may have actually edited the wrong server.lua with that fix, so I just wiped the mods folder clean and will redo it. Will let you know. Edit: Can confirm, Raio derped. All works now, except me, off for coffee now.
  5. Dear me, I think I edited the server.lua but never saved it? Which confused me when I closed Sublime and opened it and it remembered the changes but then I opened it in notepad and it was nowhere to be found.
  6. -Doublepost :( Sorry, it wasn't going through and then suddenly did.
  7. First off- Thank you for your service, D.R. This is correct file structure, yes? The config holds the config lua, and the other folders are correct as well as far as I can tell. Yet this does not work, what-so-ever, at all, period. What the gosh darn banana am I doing wrong here? It doesn't initialize anything when in game.
  8. LordHavoc you missed on the custom fighters reddit post that there's an updated XML further down someone modified to enable 'amount' call to work. Now when you specify an amount with the command and call the xml it adds that number (if you have space) of that specific fighter (same stats) and xmltype to your hangar. It's quite good. Just note that if you fail to call the xmltype it will break the script and require a galaxy reload.
  9. As of the most recent updates, I'm not sure why but I installed this and the found a mine menu's completely blank. It has no mine options what-so-ever. Mod conflict? Maaaaybe? But I removed this mod and restored the original productionsindex.lua back in it's place and the mines show up again.
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