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Messages - kevinminion

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91
BloxGaming SB3 / Terraforming
« on: October 23, 2015, 10:19:00 pm »
Does terraforming work anymore?  I haven't tried it for years, and most players that I see attempt this are actually making a life support "bubble" the size of the planet.

If yes, does anyone know the parameters for a habitable planet?  Can I just use the atmosphere probe info to monitor progress?

92
Expression 2 (E2) Code / Re: E2 Guide (Wiremod Expression 2)
« on: October 14, 2015, 01:30:37 am »
Here's something that I learned tonight, which was driving me nuts.
 
Error:  UDFunction undefined at runtime
When the chip is pasted, duped( ) is called instead of first( ). dupefinished() on the other hand is used the when the duplicator has finished pasting the contraption. Your e2 will not wait for the duplicator to finish pasting everything before running its first execution.
 
I had my functions in an if (first())  block, which worked fine while I was working on the code, but when I duped it and pasted it back in, I got the above error.
 
Changing my code to if (first() | duped())   resolved the error.

93
Expression 2 (E2) Code / Re: Need some logic help
« on: October 11, 2015, 10:39:43 pm »
Here's what I am currently using.  It may not be optimized, but I believe it works.
 
Code: [Select]

 if (PctOxygen < 1) {
    if ((!TritCharging) & (PctTritium < 0.1)) {
        Trit_Inverter_On = 0
        TritCharging = 1
    } elseif (PctTritium == 1) {
        Trit_Inverter_On = 1
        TritCharging = 0
    }
   
} else {
    Trit_Inverter_On = 0
}
 
Trit_Collector_On = (PctOxygen  < 1) | (PctTritium < 1)

94
Expression 2 (E2) Code / Need some logic help
« on: October 08, 2015, 01:08:13 am »
I'm trying to make a Life Support Control chip for my Gas Systems 3 components.
 
When I first spawn my ship, obviously everything is 0 so I want to turn on the collectors to start collecting Tritium, Methane, and Deuterium.
 
Once these have maxed out, I would like my Inverters to turn on so that I will start generating Oxygen, Water, and Nitrogen.
 
When my Tritium level gets to 10%, I would like the Tritium Inverter to turn off until Tritium is at 100% again (same for other 2 gas types)
 
So I should see my Tritium level increase until it gets to 100%, then go down to 10%, then back up to 100%, then down to 10% until Oxygen is at 100%
 
However, with the code below, it goes from 0% to 100%, then down to 10%, and hovers around 10%.  The inverters switch on and off every second or so.
 
The Tritium Collector should stay on until Oxygen = 100% and Tritium = 100%
 
I'm sure I may just be tired, but maybe someone will solve this by tomorrow night  :)
 
This is just a piece of the code.   LastTritium is the Tritium value of the previous clock cycle.  PctTritium is the current Tritium value divided by the max.
 
(LastTritium >= GS3StorageCache["Tritium",number])  should in essence be saying 
    if Tritium is discharging
 
But I think that line is most likely where I am screwing up.
 
Code: [Select]

        Trit_Inverter_On = 0
        Meth_Inverter_On = 0
        Deut_Inverter_On = 0
                   
        if ((PctOxygen  < 1) & (LastTritium >= GS3StorageCache["Tritium",number]) & (PctTritium > 0.1) ) {
            Trit_Inverter_On = 1
        }
       
        if ((PctWater   < 1) & (LastMethane >= GS3StorageCache["Methane",number]) & (PctMethane > 0.1) ) {
            Meth_Inverter_On = 1
        }
        if ((PctNitrogen < 1) & (LastDeuterium >= GS3StorageCache["Deuterium",number]) & (PctDeuterium > 0.1) ) {
            Deut_Inverter_On = 1
        }
        Trit_Collector_On = (PctOxygen   < 1) | (PctTritium < 1)
        Meth_Collector_On = (PctWater    < 1) | (PctMethane < 1)
        Deut_Collector_On = (PctNitrogen < 1) | (PctDeuterium < 1)

Thanks in advance,
Kevin

95
General Discussion / Re: Let's start a forum game!
« on: September 27, 2015, 08:07:45 pm »
I'm getting closer, I think...  LOL

96
Expression 2 (E2) Code / Re: Graphical Core Monitoring E2
« on: September 26, 2015, 09:27:23 pm »
Very nice!

97
BloxGaming SB3 / Re: Anyone up for an event this weekend?
« on: September 25, 2015, 12:42:52 pm »
Originally, I loved this idea.  Then I realized that I have no way to get into my ship!  LOL Time to revamp the design, or better yet - start a new ship!

98
Development / Re: New SC2 Weapons - Status
« on: September 24, 2015, 08:09:21 pm »
These weapons were all spawned using the new toolgun.

99
Development / Re: New SC2 Weapons - Status
« on: September 23, 2015, 08:47:53 pm »
No Status:




Status Offline, but CanFire = 1



 

100
Development / New SC2 Weapons - Status
« on: September 23, 2015, 01:32:26 am »
Trying to get the "Status" of my Tier III Compressed Nadion Cannon, CanFire = 1 even if the weapon is offline.  In my case, CPU - offline shows on the 3D2D screen.
 
Tier IV CoreCannon gives me a blank Status on the 3D2D screen
Tier II CoreCannon gives me a blank Status on the 3D2D screen
 

101
Approved Applications / Re: Sabo's Moderator Application
« on: September 22, 2015, 10:44:52 am »
Yes, I will vouch for Sabo.  ;D

102
Expression 2 (E2) Code / Space Combat 2 - Ship Core Stats
« on: September 21, 2015, 09:02:36 pm »
Well, it wasn't what ZE1K was looking for, but maybe someone else can use it...
 
This e2 should work for you as long as your target finder is set to find ship_core*
 
SHIPCORE gets wired to your target finder entity output
EGP[wirelink] gets wired to the wire EGPv3 element (Screen, HUD, Emitter)
 
Code: [Select]
@name SC2_Core_Stats
@inputs SHIPCORE:entity EGP:wirelink
@outputs
@persist
@trigger all

if (first()) {
    EGP:egpResolution(vec2(0,0), vec2(500,500))
       
    K=200
    EGP:egpText(K,SHIPCORE:owner():name(),vec2(50,20))
   
    function clearCoreInfo() {   
        for(K=200,215,1) {
            EGP:egpRemove(K)
        }
    }
    function getCoreInfo(CORE:entity) {
        K=201
        X=20
        Y=60
        if(CORE:isValid()) {
           
            if(SHIPCORE:type():find("ship_core")) {
           
                EGP:egpText(K, "Owner: " + CORE:owner():name(),vec2(X,Y))
                K++
                EGP:egpText(K, "Type: " + CORE:getCoreType(),vec2(X,Y+20))
                K++
                EGP:egpText(K, "Name: " + CORE:getCoreName(),vec2(X,Y+40))
                K++
                EGP:egpText(K, "Shield: " + floor(CORE:getCoreShield()*100/CORE:getCoreMaxShield())+"%", vec2(X,Y+75))
                K++
                EGP:egpText(K,  floor(CORE:getCoreShield()) + " of " + floor(CORE:getCoreMaxShield()) ,vec2(X,Y+100))
                K++
                EGP:egpText(K, "Armor: "  + floor(CORE:getCoreArmor() *100/CORE:getCoreMaxArmor() )+"%",vec2(X,Y+150))
                K++
                EGP:egpText(K,  floor(CORE:getCoreArmor())  + " of " + floor(CORE:getCoreMaxArmor())  ,vec2(X,Y+175))
                K++
                EGP:egpText(K, "Hull: "   + floor(CORE:getCoreHull()  *100/CORE:getCoreMaxHull()  )+"%",vec2(X,Y+225))
                K++
                EGP:egpText(K,  floor(CORE:getCoreHull())   + " of " + floor(CORE:getCoreMaxHull())   ,vec2(X,Y+250))
                K++
                EGP:egpText(K, "Cap: "    + floor(CORE:getCoreCap()   *100/CORE:getCoreMaxCap()   )+"%",vec2(X,Y+300))
                K++
                EGP:egpText(K,  floor(CORE:getCoreCap())    + " of " + floor(CORE:getCoreMaxCap())    ,vec2(X,Y+325))
            } else {
                clearCoreInfo()
           
                EGP:egpText(K,"Entity wired to SHIPCORE is not a ship_core entity", vec2(X,Y))
            }
        } else {
            clearCoreInfo()
           
            EGP:egpText(K,"Entity wired to SHIPCORE is not a valid entity", vec2(X,Y))
        }
    }
}
 
interval(500)
       
getCoreInfo(SHIPCORE)
 
 

103
BloxGaming SB3 / Re: Anyone up for an event this weekend?
« on: September 19, 2015, 11:18:43 pm »
NICE!   Love Grob Attacks!!   ;D

104
BloxGaming SB3 / Re: Anyone up for an event this weekend?
« on: September 19, 2015, 07:00:55 pm »
So... Did this happen?

105
BloxGaming SB3 / Re: Anyone up for an event this weekend?
« on: September 17, 2015, 11:00:34 pm »
I vote yes, event
 
Player vs Player
Like a finals bracket?  You draw the numbers at random or assign by ship stats, winner moves to next round
 
Team vs Team
Teams for a colonization event
 
Or, although I doubt there's time, give each team (3vs3) a copy of the same ship, with chairs for 2 gunners and 1 pilot.  No targeting, just manual aim & fire.
 

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