This document describes API changes in 1.7 Beta 3.
API 32 introduces a new weapon type,
<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 set
missileSpeed=to any value.
- Continuous beams work best with the <Ray> effect. Other effect types do not currently handle long beams properly.
- 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 is
Nilsince we don't have a station.
aObj: This is the ship created (may be
Nilif something went wrong).
aOrbit: This is the orbit for the ship.
aEncounterType:: This is the UNID of the encounter.
<Ships>element on station type. If set to
true, 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.
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.
noDecline="true"option. Mission doesn't offer chance to decline. At the end of Briefing, we automatically accept the mission and undock.
canBeDeclinedproperty to mission objects.
- If an object that offers a mission is ascended, the mission no longer fails.
sysCreateWeaponFirenow optionally takes an item as the first parameter (instead of just an item type). This allows us to pass in a scaled item.
levelValue=parameters on item tables now accept non-credit currencies.
(make 'sequence ...)function to generate a list of monotonically incrementing numbers. This is very useful for doing loops in a functional way (i.e., with
(sysIncData [nodeID] attrib increment).
brownianstyle, which randomly creates particles inside a radius and moves them in random directions.
wakePotential=, which causes particles to react when ships/objects move through them.
radius=parameter, which is used by
cohesion=, which controls the speed that the system reforms its shape after being disturbed. Applies to
emitChance=, which determines that chance that the system will emit particles on a given tick.