Unmapping stations

Freeform discussion about anything related to modding Transcendence.
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marsrocks
Commonwealth Pilot
Commonwealth Pilot
Posts: 55
Joined: Fri Nov 05, 2010 6:29 pm

I'm trying to create an action that takes previously charted stations off the player's known map, but I have had no success so far.

These are some of the codes I have already tried:

<Action name="UnMap Station" key="U">
(block (obj)
(enum (sysFindObject gSource "Ts; N:2000") obj
(objClearIdentified obj)
))
</Action>


<Action name="UnMap Station" key="U">
(block (obj)
(enum (sysFindObject gSource "Ts; N:2000") obj
(staClearFireReconEvent obj)
))
</Action>

<Action name="UnMap Station" key="U">
(block (obj)
(enum (sysFindObject gSource "Ts; N:2000") obj
(staClearReconned obj)
))
</Action>


Anyone have any suggestions?
marsrocks
Commonwealth Pilot
Commonwealth Pilot
Posts: 55
Joined: Fri Nov 05, 2010 6:29 pm

This successfully cleared map labels on everything reconned or not within the specified range:

(Thanks RPC and Atarlost).

(block (obj)
(enum (sysFindObject gSource "TsN:2000") obj
(staSetShowMapLabel Obj Nil)
))

I would still like to get rid of the red and green boxes though.

I'm not understanding why staClearReconned is not working:

http://xelerus.de/index.php?s=functions&function=241

Can anyone suggest a place in the code (or a mod) where staClearReconned has been used?

Thanks.
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pixelfck
Militia Captain
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Location: Travelling around in Europe

My guess is (I didn't check) that the function you are looking for is called (objSetProperty obj property value) -> True/Nil.

Code: Select all

(objSetProperty theStation 'known Nil)
I've never used (or even come across) staClearReconned, so I'm not sure what it is supposed to do exactly, or whether of not it is deprecated. Unfortunately, the function list at xelerus is not all that up to date.

hope this helps,

Pixelfck
Last edited by pixelfck on Wed Oct 01, 2014 6:40 pm, edited 1 time in total.
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marsrocks
Commonwealth Pilot
Commonwealth Pilot
Posts: 55
Joined: Fri Nov 05, 2010 6:29 pm

Awesome, pixelfck! Thanks!

Works perfectly:

<Action name="UnMap Stations" key="U">
(block (obj)
(enum (sysFindObject gSource "TsN:2000") obj
(objSetProperty obj 'known Nil)
))
</Action>
shanejfilomena
Fleet Officer
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Location: Alaska
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what your asking is about ObjIsKnown : IF an object is encountered by the player, even in passing, it becomes Known :
this is why the code you were given sets Known to Nil.

staClearReconned is used for your Fleet mission to recon a station that might or might not be used later for another mission.

there are many Fleet Command codes i tinker with because they let me do things without half a page of typing at 2am.

the recon code itself clears your ship's target orders : it has nothing to do with mapping ; the very fact that you flew past the station sets the station as a Known object and maps it for you.

as for the red and green blocks : when you enter a system you can often have these " shown " on long range sensors of near-by stations.
until you actually encounter the station by flying with range does the name show ( or you use a targeting Rom )

So, in short, using the code you were given, you can clear some things, but the fact that your position was tracked all over a system or you used a mapping Rom : will be an interesting fight with the game itself to clear the " near-by stations " from long range detection.
Last edited by shanejfilomena on Fri Oct 03, 2014 12:23 pm, edited 1 time in total.
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digdug
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pixelfck wrote:My guess is (I didn't check) that the function you are looking for is called (objSetProperty obj property value) -> True/Nil.

Code: Select all

(objSetProperty theStation 'known Nil)
I've never used (or even come across) staClearReconned, so I'm not sure what it is supposed to do exactly, or whether of not it is deprecated. Unfortunately, the function list at xelerus is not all that up to date.

hope this helps,

Pixelfck
not deprecated, they are important functions used in commnwealthmilita and fleet for missions. They are used in conjunction with the event <OnObjReconned> and objRegisterForEvents, so that an event written on the station giving the mission can fire when the playership "recon" a target/waypoint. Which is great, you basically have a spaceObj firing events remotely on another spaceObj.
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pixelfck
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how does 'reconned differ from 'known?

~Pixelfck
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