CSC vs Worldship
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So, playing around with my copy of Trans 1.05, I saw one of the tickets on Trac (http://wiki.neurohack.com/transcendence/trac/ticket/489) allowed the CSC to launch a fleet of Britannias to defend themselves. I tried to invoke it in the start screen vs a Worldship, but the Britannias didn't show up. Is it only an in-game thing?
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- Aury
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Probably; a number of scripts & events are intentionally disabled in the start menu, probably to prevent bugs & crashes. Spawned ships behave oddly in the start menu, but I ahvn't figured out how to disable it in the start menu yet.
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Hmm... I can't seem to be able to trigger that event. I saw a Phobos vs CSC America and only saw two Britannias (one was offscreen).
Needless to say, America still lost.Tutorial List on the Wiki and Installing Mods
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- Aury
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They are spawned only when the enemy attacking has an immunity to the standard CSC particle weapons
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It says in the CSCbase that if something is lv 9 or up, then it will spawn Britannias. So that means Phobos is less than lvl 9?
I haven't found the code about weapons immunity yet.
I haven't found the code about weapons immunity yet.
; If any of the attackers are level 9 or higher, then we need
; help. Deploy some Britannias.
Code: Select all
(eq behavior 'moving)
Nil
(block (attackerList highValueEnemies)
(switch
; If we don't have anyone attacking us, then there is
; nothing to do.
(not (setq attackerList (sysFindObject gSource "sAEPX")))
Nil
; If any of the attackers are level 9 or higher, then we need
; help. Deploy some Britannias.
(setq highValueEnemies (filter attackerList theObj (geq (objGetLevel theObj) 9)))
(block (theTarget )
(setq theTarget (random highValueEnemies))
(objSetObjRefData gSource "targetObj" theTarget)
(objRegisterForEvents gSource theTarget)
(for i 1 6
(block (theShip)
(setq theShip (cscSquadronDeployShip gSource &scBritannia;))
(if theShip
(block Nil
(shpOrder theShip 'attack theTarget)
(shpOrder theShip 'attackNearestEnemy)
(shpOrder theShip 'gate gSource)
)
)
)
)
(objSetData gSource "behavior" 'defendingCritical)
)
)
)
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
Get on Discord for mod help and general chat


Der Tod ist der zeitlose Frieden und das leben ist der Krieg
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
- Aury
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ooh ok, that's a bug, unless the phobos already killed 4 of the brittanias.
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Woah. That was one mean Phobos then (I think they already died, I came in when CSC America was 58% damaged).ooh ok, that's a bug, unless the phobos already killed 4 of the brittanias.
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
Get on Discord for mod help and general chat


Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
- Aury
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- Posts: 5510
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
With the powers of godmod, I shall test this to confirm your bug.
EDIT -- nope, seems to be working just fine!
EDIT -- nope, seems to be working just fine!
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Yes, this only works in-game. There is currently a "bug" in which recurring events don't work in the intro screen. This is because, for safety reasons, the engine disables recurring events if there is no player ship in the system. I want to fix this bug, but I need to make sure that no script will fail because of it.RPC wrote:So, playing around with my copy of Trans 1.05, I saw one of the tickets on Trac (http://wiki.neurohack.com/transcendence/trac/ticket/489) allowed the CSC to launch a fleet of Britannias to defend themselves. I tried to invoke it in the start screen vs a Worldship, but the Britannias didn't show up. Is it only an in-game thing?
- Aury
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- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.

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Agreed. I think for that and other reasons we want an attribute that prevents a ship class from showing up in the intro. And we probably also need a function (or something) that tells you whether you are running in the intro screen. [Maybe some attribute of the system.]Wolfy wrote:Sounds risky, especially if modded ships start showing up, as their code may not be compatible.
- Aury
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Does the intro screen have a node? (Or could it be assigned one?)
or attributes?
Then you could do something like
or attributes?
Then you could do something like
Code: Select all
(if (neq (sysHasAttribute "+introScren") true)
;;run the code
(Block Nil
{{foo}}
)
;;dont run the code
(block Nil)
)
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I like that suggestion at lot.Wolfy wrote:Does the intro screen have a node? (Or could it be assigned one?)
or attributes?
Then you could do something like
Code: Select all
(if (neq (sysHasAttribute "+introScren") true) ;;run the code (Block Nil {{foo}} ) ;;dont run the code (block Nil) )
It would be pretty easy (I think) to add a system attribute to the intro screen. Could you add a ticket for it? Thank you!
- Aury
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oops, I just realized that there is no function "sysHasAttribute"
for the "HasAttribute" functions, we have evn, itm, and obj, but no sys.
That would have to be added as well.
for the "HasAttribute" functions, we have evn, itm, and obj, but no sys.
That would have to be added as well.
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- Aury
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- Location: At the VSS Shipyards in the frontier, designing new ships.
http://wiki.neurohack.com/transcendence/trac/ticket/629 <-- ticket
Also, should I make a sepparate one for sysHasAttribute? Since according to katami/xelrus, the function does not exist as mentioned above.
Also, should I make a sepparate one for sysHasAttribute? Since according to katami/xelrus, the function does not exist as mentioned above.
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