Search found 17 matches

by cirlin
Sat Oct 15, 2005 7:00 am
Forum: Starshatter Modding Forum
Topic: Making new Missile work
Replies: 5
Views: 183

RE: Making new Missile work

<r> I dont think it's generating an error log. It doesn't crash or anything, the weapons just dont show up when I try them on a ship. Or does the error log it update everytime you play?<br/>
...Well, it does give me this section:<br/>
<br/>
Loading ship design catalog: Ships/catalog.def<br ...
by cirlin
Fri Oct 14, 2005 7:36 am
Forum: Starshatter Modding Forum
Topic: Making new Missile work
Replies: 5
Views: 183

Making new Missile work

<r> Hello, I'm working on getting Honor Harrington-like missiles working. I'm using a topic back on page 6 of this forum as a starting point (<I><s>[i]</s>Defining drones<e>[/i]</e></I>) and at the moment I have this as my .def:<br/>
<br/>
WEAPON <br/>
<br/>
missile: { <br/>
name: "Laser ...
by cirlin
Sun Oct 09, 2005 4:14 am
Forum: Starshatter Modding Forum
Topic: Fighter size Problem when launching from carrier
Replies: 5
Views: 247

RE: Fighter size Problem when launching from carrier

<r> Oh, Ok that explains it. I had messed with the fighter scale setting, but it didn't seem to work, so it must be that the other ships are on a different scale. Thanks. (I was also sort of figuring it out by just guessing at the size difference and then checking in game, then adjusting....and so ...
by cirlin
Sun Oct 09, 2005 3:43 am
Forum: Starshatter Modding Forum
Topic: Fighter size Problem when launching from carrier
Replies: 5
Views: 247

Fighter size Problem when launching from carrier

Hello, I'm working on a carrier and everything seems fine, accept when the fighters I built launch from it they are extremely small, much smaller than they appear in missions where they just drop them in space.
Has anyone seen this before?
Thanks
by cirlin
Mon Oct 03, 2005 3:46 am
Forum: Starshatter Modding Forum
Topic: How to get MK7 missile to work
Replies: 6
Views: 328

RE: How to get MK7 missile to work

I did get it working, I'm not exactly sure how. I changed a few things around and it works fine now. Thanks
by cirlin
Mon Oct 03, 2005 3:39 am
Forum: Starshatter Modding Forum
Topic: Rolling Ships
Replies: 3
Views: 326

RE: Rolling Ships

Oh, thanks, that worked. It's a little awkward, but at least it works :)
by cirlin
Fri Sep 30, 2005 6:16 am
Forum: Starshatter Modding Forum
Topic: Rolling Ships
Replies: 3
Views: 326

Rolling Ships

<t> Hi, I'm trying to figure out how to get some ships I'm building to roll along their centerline axis. The controls seem to say that #'s 7 and 9 do this, but it seems to have no effect. I've increased the roll rate, (to 20, where the original setting was 5) and that seemed to have no effect. Is ...
by cirlin
Mon Sep 19, 2005 5:34 pm
Forum: Starshatter Modding Forum
Topic: How to get MK7 missile to work
Replies: 6
Views: 328

RE: How to get MK7 missile to work

<r> Good catch on those commas, I think the problem was actually in:<br/>
<br/>
weapon: { <br/>
type: "Gamma Laser", <br/>
design: "Beam Weapon", <br/>
name: "Graser P-1", <br/>
abrv: "P/S Beam", <br/>
group: "P/S Beam", <br/>
muzzle: (-81, 29, -145), <br/>
azimuth: -1.57 <br/>
elevation ...
by cirlin
Mon Sep 19, 2005 8:29 am
Forum: Starshatter Modding Forum
Topic: How to get MK7 missile to work
Replies: 6
Views: 328

RE: How to get MK7 missile to work

<t> OK, well that wasn't the only problem apparently[;)]<br/>
I took out all the mk7 references and went back to the older info and still had the same problem (i.e. when I loaded a mission using the ship most of the components dont show up, it indicates that I have no radar and I'm unable to ...
by cirlin
Mon Sep 19, 2005 7:50 am
Forum: Starshatter Modding Forum
Topic: How to get MK7 missile to work
Replies: 6
Views: 328

How to get MK7 missile to work

<t> Hello, I'm trying to add the Mk7 Interceptor as a counter missile, and after using various combinations of text I still can't seem to get them to work. This is what I have at the moment;<br/>
<br/>
weapon: {<br/>
type: "Mk7 Interceptor",<br/>
design: "Missile Weapon",<br/>
name: "Port/Fwd ...
by cirlin
Mon Apr 19, 2004 4:53 am
Forum: Starshatter Modding Forum
Topic: Computer Fire-Control Issue
Replies: 10
Views: 323

RE: Computer Fire-Control Issue

<r> Speaking of AI, is there a way to edit it? I have a set of ships designed heavily around broadside weapons, but the AI very rairly uses them. About the only time they do is when I stray very close in and happen to pass right through their firing arc. Although, to be honest, I'm a little nervous ...
by cirlin
Mon Apr 12, 2004 6:24 am
Forum: Starshatter Modding Forum
Topic: weapons .def's
Replies: 4
Views: 158

RE: weapons .def's

Thanks, I'll try that. I read a little bit about that in the old forums but it was something from like a year abo and I didn't really have enough to go on. I'll let you know if it works with the original weapons.
by cirlin
Mon Apr 12, 2004 6:17 am
Forum: Starshatter Modding Forum
Topic: Model Weirdness
Replies: 8
Views: 470

RE: Model Weirdness

<r> There's always been a kind of weird ambiguity about the shape of the hammerheads. The front cover pictures are very definite about the shape being a strong, squarish shape (when they don't look like your standard reaction-engine based sci-fi ships with no similarity whatsoever to the books ...
by cirlin
Sun Apr 11, 2004 4:57 pm
Forum: Starshatter Modding Forum
Topic: weapons .def's
Replies: 4
Views: 158

RE: weapons .def's

Cool, thanks, that should help a lot. Do you know if there's a way to use the sounds and images from the regular weapons? I'm basically just trying to tweek the X-ray laser some and don't really want to start from scratch with the images/sounds if I don't have to.
by cirlin
Sun Apr 11, 2004 4:01 pm
Forum: Starshatter Modding Forum
Topic: Model Weirdness
Replies: 8
Views: 470

RE: Model Weirdness

<r> No, I have it set to 1024x768 16 bit. (I'd have it higher, but for some reason the frame rate drops horribly when I switch to the orbit camera. Everything is real smooth in the bridge view and the third person view [F2], but the orbit view really bogs things down. 16 bit helps a lot for that ...
by cirlin
Sun Apr 11, 2004 6:09 am
Forum: Starshatter Modding Forum
Topic: Model Weirdness
Replies: 8
Views: 470

Model Weirdness

<r> I've been having a persistent problem with modeling in Magic. Whenever I make a seperate object and add it to another one the new one shows up <I><s>[i]</s>through<e>[/i]</e></I> the first object when I pan around in the game (for instance I have missile ports on a ship and when I pan around the ...
by cirlin
Sun Apr 11, 2004 2:24 am
Forum: Starshatter Modding Forum
Topic: weapons .def's
Replies: 4
Views: 158

weapons .def's

<t> Hi, I'm putting together a few ships based on the Honor Harrington novels and there's a few things I'd like to mess with in the weapons. Unfortunately I haven't seen any finished weapons .def's. I've read the official site's SDK which tells me a lot, but I haven't seen what it should look like ...

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