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 isNil
since we don't have a station.aObj
: This is the ship created (may beNil
if something went wrong).aOrbit
: This is the orbit for the ship.aEncounterType:
: This is the UNID of the encounter.- Added
buildReinforcements
parameter 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:unid
as 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
canBeDeclined
property to mission objects. - If an object that offers a mission is ascended, the mission no longer fails.
Miscellaneous
sysCreateWeaponFire
now 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
brownian
style, 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 bybrownian
style. - Added
cohesion=
, which controls the speed that the system reforms its shape after being disturbed. Applies tobrownian
style. - Added
emitChance=
, which determines that chance that the system will emit particles on a given tick.
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