Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


9% of target met.

Latest Topics

- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- Password resett »
- Darkspace Idea/Opinion Submission Thread »
- Rank Bug maybe? »
- Next patch .... »
- Nobody will remember me...but. »
- 22 years...asking for help from one community to another »
- DS on Ubuntu? »
- Medal Breakpoints »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
05/04/24 +2.0 Days

Search

Anniversaries

20th - Relient
19th - Entil-Zha the Starkiller

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Announcements » » Beacon Changes...
 Author Beacon Changes...
Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2003-05-06 10:53   
I'm changing the beacon code to work better... previously, the beacon was another root object of the universe, which just snapped it's position to the ship it was attached... beacons are now attached to the ship as a child object, which fixes the isBeaconed() script function.

Also, beacons no longer show up, when attached to a ship, as a seperate object creating targetting issues... instead, beacons will add signature to the ship they are attached ... the amount of signature is subject to beta testing, but I think it will be around the 50.0 range.

Beacons will have a special effect now, simular to the ECCM/ECM rings, but red... this will help players know when they have a beacon attached to their ship.

-Richard
_________________


  Goto the website of Faustus
Lith Ragond
Cadet
Galactic Navy


Joined: November 25, 2001
Posts: 1854
Posted: 2003-05-06 11:18   
WOOT!
_________________





Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2003-05-06 11:52   
Hmmm....raises signature and generates visual feedback rings...

You know...this makes a lot of sense. A beacon would function by transmitting a tracking signal while attached to it's host object. One way to simulate this would be to raise signature. Since I assume that just about anyone could detect the signal, you would have some feedback regarding it's presence on your ship.

The current problem I have with beacons is that they go inactive when the ship that used them is destroyed. Since scouts are typically the ships employing beacons, they don't really stay active long. However, being attached to a parent object might mean that this is no longer an issue, and that they last their duration or until removal, whichever comes first. This will help people who fly a scout in order to beacon ships, like I do.
_________________
...and lo, He looked upon His creation, and said, "Fo shizzle."

  Email Gideon
Page created in 0.010257 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR