I'd like a way to have a little more control over the random systems- rather than generating a set of hostile systems that mirrored the standard ones I am curious if it would be possible to perform some kind of node name hack on the system create-
Let's say I use some type of naming technique to distinguish a hostile system from a friendly one in the topo- could a system <OnCreate> read the name of the node and adjust the system to suit?
Like C1 has a C so it's commonwealth friendly,
H1 has an H so it's getting more hostile stations,
D1 has a D so it's a dead system (abandoned)..
Or is that what the variant="ungoverned" type tag meant to do- and how could we find the data on that in game?
System control from the name of the node? Or something?
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Yes, I think you can do what you want.
Call (sysGetNode) to get the name of the node (the nodeID).
But if you are going to vary the system based on the nodeID, then you might as well just create a different system type for each nodeID.
The variant attribute is used for something similar, but there is no way to access it from inside of OnCreate.
Call (sysGetNode) to get the name of the node (the nodeID).
But if you are going to vary the system based on the nodeID, then you might as well just create a different system type for each nodeID.
The variant attribute is used for something similar, but there is no way to access it from inside of OnCreate.
- Periculi
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That's basically what I have going on right now, I was just wondering if it would be possible to make a function that decreased the amount of repeating system type definitions.But if you are going to vary the system based on the nodeID, then you might as well just create a different system type for each nodeID.
I have a set of regular and a set of hostile systems, and it seems to work fine to use them that way- I can create a table in the node such that gives me chances for both kinds of systems in each environ type that I want there- I have also done it for the gates- 2 gate, 3 gate, 4 gate versions.
As you can guess the number of systems adds up quickly.
- Ttech
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thats the type of think I was asking about.Periculi wrote:That's basically what I have going on right now, I was just wondering if it would be possible to make a function that decreased the amount of repeating system type definitions.But if you are going to vary the system based on the nodeID, then you might as well just create a different system type for each nodeID.
I have a set of regular and a set of hostile systems, and it seems to work fine to use them that way- I can create a table in the node such that gives me chances for both kinds of systems in each environ type that I want there- I have also done it for the gates- 2 gate, 3 gate, 4 gate versions.
As you can guess the number of systems adds up quickly.