This document describes API changes in 1.7 Beta 3.
Continuous Beams
API 32 introduces a new weapon type, type="continuousBeam":
<Weapon
type="continuousBeam"
...
/>
Continuous beam weapons have the following unique features:
- They can travel at any speed (even greater than lightspeed) and still hit-test appropriately.
- When used in repeating weapons, repeated shots add to the length of the beam.
- By default, these beams travel at lightspeed, but you can set
relativisticSpeed="true"to have the travel at the recommended speed for beams (currently 10x lightspeed). Alternatively, you can setmissileSpeed=to any value. - Continuous beams work best with the <Ray> effect. Other effect types do not currently handle long beams properly.
Station Types
- When a
<StationType>element is used to create a ship encounter (e.g., a CSC) we now call<OnCreate>on the station type after creation (in addition to<OnCreate>for the ship). We define the following arguments: gSource: This isNilsince we don't have a station.aObj: This is the ship created (may beNilif something went wrong).aOrbit: This is the orbit for the ship.aEncounterType:: This is the UNID of the encounter.- Added
buildReinforcementsparameter to<Ships>element on station type. If set totrue, it specifies that reinforcements should be built by the station instead of being brought in from the nearest stargate. See also: https://ministry.kronosaur.com/record.hexm?id=61472.
Star Systems
- Added
systemType:unidas a special attribute for criteria. For example, you can specify that a given station type only shows up in a specific system type by adding it to the location criteria.
Missions
- Added
noDecline="true"option. Mission doesn't offer chance to decline. At the end of Briefing, we automatically accept the mission and undock. - Added
canBeDeclinedproperty to mission objects. - If an object that offers a mission is ascended, the mission no longer fails.
Miscellaneous
sysCreateWeaponFirenow optionally takes an item as the first parameter (instead of just an item type). This allows us to pass in a scaled item.- The
value=andlevelValue=parameters on item tables now accept non-credit currencies.
TLisp
- Added
(make 'sequence ...)function to generate a list of monotonically incrementing numbers. This is very useful for doing loops in a functional way (i.e., withmap). - Added
(sysIncData [nodeID] attrib increment).
VFX
ParticleSystem
- Added
brownianstyle, which randomly creates particles inside a radius and moves them in random directions. - Added
wakePotential=, which causes particles to react when ships/objects move through them. - Added
radius=parameter, which is used bybrownianstyle. - Added
cohesion=, which controls the speed that the system reforms its shape after being disturbed. Applies tobrownianstyle. - Added
emitChance=, which determines that chance that the system will emit particles on a given tick.
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