Topic: Andromedan Displacement Device conversion to SFC OP.  (Read 4746 times)

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Offline FPF-DieHard

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Re: Andromedan Displacement Device conversion to SFC OP.
« Reply #20 on: September 06, 2005, 11:35:54 pm »
5 second bursts of speed 500 to simulate displacing the Andro ship.... 5 seconds bursts of speed 500 on the Andro ship target to simulate displacing other ships... and a cloaking device.

Would need something like the deep scan toggle to activate the speed boost (which is becoming overly used for activating lots of things)

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Offline FPF-SCM_TraceyG_XC

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Re: Andromedan Displacement Device conversion to SFC OP.
« Reply #21 on: September 07, 2005, 12:24:15 am »
There must be a way to use keyboard commands in a mission script, after all, its just C++ code.
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Offline CaptJosh

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Re: Andromedan Displacement Device conversion to SFC OP.
« Reply #22 on: September 07, 2005, 12:40:13 am »
Logically speaking, yes. There should be a way. OTOH, are keyboard commands directly supported in the API?
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Re: Andromedan Displacement Device conversion to SFC OP.
« Reply #23 on: September 07, 2005, 11:28:38 am »
5 second bursts of speed 500 to simulate displacing the Andro ship.... 5 seconds bursts of speed 500 on the Andro ship target to simulate displacing other ships... and a cloaking device.

If you've got the five second bursts for both target and Andro ships (which is pretty cool!) then do you really need to add in the cloak?  That much speed should eat up any incoming plasma, and with a few extra mines that shoudl allow you to "clear and bang" any incoming drone wave.

Maybe would could add cloak to the bases, to simulate the Temporal Elevator?

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Offline Dizzy

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Re: Andromedan Displacement Device conversion to SFC OP.
« Reply #24 on: September 07, 2005, 12:23:20 pm »
Tracey. Previous scripts have had you to deep scan something to trigger a communications option in the comms panel. Clicking on that could engage the tac-warp which then shuts off a few seconds later. Then you have to recharge the deep scanners to get the comms button to appear again... That way once it is charged... its waiting for you. And you cant use it at will... which would have obvious play issues.

Work it baby!

EDIT: Could also set it so that there are two comms buttons. One works when targeting an enemy ship within 'x' kilometers and the other for your ship. You could choose which to tac-warp.

Question, when 'tac warp' is turned off, what is your set speed?

Offline CaptJosh

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Re: Andromedan Displacement Device conversion to SFC OP.
« Reply #25 on: September 07, 2005, 01:13:50 pm »
Is there no way to simply return to previous speed? OTOH, in the case of a ship that had the displacement device used against it, should they maybe have been knocked around a bit and have impulse offline temporarily?
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Offline FPF-SCM_TraceyG_XC

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Re: Andromedan Displacement Device conversion to SFC OP.
« Reply #26 on: September 14, 2005, 07:43:58 pm »
Tracey. Previous scripts have had you to deep scan something to trigger a communications option in the comms panel. Clicking on that could engage the tac-warp which then shuts off a few seconds later. Then you have to recharge the deep scanners to get the comms button to appear again... That way once it is charged... its waiting for you. And you cant use it at will... which would have obvious play issues.

Work it baby!

EDIT: Could also set it so that there are two comms buttons. One works when targeting an enemy ship within 'x' kilometers and the other for your ship. You could choose which to tac-warp.

Question, when 'tac warp' is turned off, what is your set speed?

Recording the ship's speed before it enters warp, then returning it to this speed afterwards would be the preferred method.
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Offline Lepton

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Re: Andromedan Displacement Device conversion to SFC OP.
« Reply #27 on: September 14, 2005, 08:30:55 pm »
I am guessing the answer is obvious, but it's not programmatically possible to set the position of a ship once it's on the map?  I assume if it were we would not be having this discussion.


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Re: Andromedan Displacement Device conversion to SFC OP.
« Reply #28 on: September 14, 2005, 08:36:40 pm »


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Offline FPF-SCM_TraceyG_XC

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Re: Andromedan Displacement Device conversion to SFC OP.
« Reply #29 on: September 14, 2005, 09:19:00 pm »
I am guessing the answer is obvious, but it's not programmatically possible to set the position of a ship once it's on the map?  I assume if it were we would not be having this discussion.

Like most programs these days, SFC has been written in an object-oriented fashion. The ship class contains private member variables for its x and y coordinates on the map which means they cannot be changed by code outside of the ship object, nor are there any methods for doing so supplied by the API for changing these coordinated within the ship class. With some fudging of the code, it maybe possible to change these coordinates, however doing so is more than likely going to crash the game since chances are they were made private variables for a reason. To use an analogy, it would be like tryng to change the speedometer in your car to read a different speed but this may not necessarily change the actual speed of your vehicle.

However, it may be worth a try to see what happens anyway.
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el-Karnak

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Re: Andromedan Displacement Device conversion to SFC OP.
« Reply #30 on: September 15, 2005, 01:57:34 pm »
5 second bursts of speed 500 to simulate displacing the Andro ship.... 5 seconds bursts of speed 500 on the Andro ship target to simulate displacing other ships... and a cloaking device.

Would need something like the deep scan toggle to activate the speed boost (which is becoming overly used for activating lots of things)

"Straight and Level"   Nobody uses this for anything.

That was the starting point for EEK GAW missions more than a year ago. But, that's only half the story. What we really want is the ability to target another ship and "displace" them.  It can already be done with AI. That's how I did the Tholian web snare where you can set a enemy target's speed to zero for as long as you want.  Next step is to make a enemy ship tac. warp for a few seconds in a random direction.  It so deliciously evil, and funny too. *snicker*
« Last Edit: September 15, 2005, 04:16:50 pm by el-Karnak »

Offline Dizzy

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Re: Andromedan Displacement Device conversion to SFC OP.
« Reply #31 on: September 15, 2005, 02:04:28 pm »
Oh man that's be cool in a rock field!

Offline Lepton

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Re: Andromedan Displacement Device conversion to SFC OP.
« Reply #32 on: September 15, 2005, 08:52:03 pm »
I am guessing the answer is obvious, but it's not programmatically possible to set the position of a ship once it's on the map?  I assume if it were we would not be having this discussion.

Like most programs these days, SFC has been written in an object-oriented fashion. The ship class contains private member variables for its x and y coordinates on the map which means they cannot be changed by code outside of the ship object, nor are there any methods for doing so supplied by the API for changing these coordinated within the ship class. With some fudging of the code, it maybe possible to change these coordinates, however doing so is more than likely going to crash the game since chances are they were made private variables for a reason. To use an analogy, it would be like tryng to change the speedometer in your car to read a different speed but this may not necessarily change the actual speed of your vehicle.

However, it may be worth a try to see what happens anyway.

So much for the benefits of encapsulation.

Wouldn't it be lovely if at least we had a list of methods and variables in the source to see what is available, even despite not having the source?


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