I am currently creating a mod in which there is a control point surrounded by active turrets. The control point is transfigurable, but it leaves the satellites (turrets) behind. This can be both dangerous and annoying.
There is also a problem of accidentally shooting one of my turrets, and having it treat me as an enemy, despite my use of each and every friendly sovereign.
Any assistance which will help me to solve these twin problems will be most appreciated; any other comments will be appreciated as well.
Problem with stations and satellites
- alterecco
- Fleet Officer
- Posts: 1658
- Joined: Wed Jan 14, 2009 3:08 am
- Location: Previously enslaved by the Iocrym
For the issue with shooting friednlies, have you tried noFriendlyFire="true" (on the object that is doing the shooting)
As for the translation, what do you want to happen? Sould the central object be stationary, or it's 'sattelites' translate with it?
As for the translation, what do you want to happen? Sould the central object be stationary, or it's 'sattelites' translate with it?
- Darth Saber
- Militia Commander
- Posts: 290
- Joined: Mon Aug 04, 2008 4:53 pm
- Location: Korriban
Alterecco and Bobby,
1. Originally what I wanted was to have a control point only, with a main menu made to resemble a modern security interface, having the option to "arm" the security device, which would, in turn, send out satellites in the same pattern which the Sung Citadel satellites are in, yet have them move to that position in much the same was win which a mine is sent out (i.e. they would all travel from the central point out to their destinations, stopping at their assigned distance from the control point. From the main menu, one could also choose to disarm the station, thereby enabling the satellites to be drawn to the control point, so that the control point alone is left visable. On the main menu, I have programmed the option to transfigure, using the code from my Gem of Assistance mod. By using this, I wanted the control point to be "beamed" into the cargo hold.
This is what I wanted, however the coding to make the satellites travel from and to the control station is currently beyond my skills, and I was faced with the problems which I mentioned in my opening post.
2. I had forgotten about the noFriendlyFire= "true" option, and thus I will implement that code as soon as possible.
If either of you would be interested in helping me with the coding for the satellites' travel patterns, I would be both grateful and happy to post my WIP to Xelerus.
1. Originally what I wanted was to have a control point only, with a main menu made to resemble a modern security interface, having the option to "arm" the security device, which would, in turn, send out satellites in the same pattern which the Sung Citadel satellites are in, yet have them move to that position in much the same was win which a mine is sent out (i.e. they would all travel from the central point out to their destinations, stopping at their assigned distance from the control point. From the main menu, one could also choose to disarm the station, thereby enabling the satellites to be drawn to the control point, so that the control point alone is left visable. On the main menu, I have programmed the option to transfigure, using the code from my Gem of Assistance mod. By using this, I wanted the control point to be "beamed" into the cargo hold.
This is what I wanted, however the coding to make the satellites travel from and to the control station is currently beyond my skills, and I was faced with the problems which I mentioned in my opening post.
2. I had forgotten about the noFriendlyFire= "true" option, and thus I will implement that code as soon as possible.
If either of you would be interested in helping me with the coding for the satellites' travel patterns, I would be both grateful and happy to post my WIP to Xelerus.
I have an idea for 1, 4 options.
1) use ships as the satellites, tell them to hold at the desired positions, i don't know if they will drift when shot.
2) make the satellite station movable and have an event move it out with objSetVel or similar velocity setting function, the problem here is if the satellite is hit with a momentum doing weapon it will move, but you could have an event on the satellite constantly stop it moving once it's in place. ( (objMoveTo (objGetPos gSource)) IIRC.)
3) have an event that repeatedly moves them out (and in) by "jumping" without the gate effect. (same as stopper above, but with the new position), move it one ls at a time, this will be very jerky.
4) hybrid technique, have ships that look like satellite fly out to position, then delete themselves and set up the satellite station. just the opposite for retracting.
1) use ships as the satellites, tell them to hold at the desired positions, i don't know if they will drift when shot.
2) make the satellite station movable and have an event move it out with objSetVel or similar velocity setting function, the problem here is if the satellite is hit with a momentum doing weapon it will move, but you could have an event on the satellite constantly stop it moving once it's in place. ( (objMoveTo (objGetPos gSource)) IIRC.)
3) have an event that repeatedly moves them out (and in) by "jumping" without the gate effect. (same as stopper above, but with the new position), move it one ls at a time, this will be very jerky.
4) hybrid technique, have ships that look like satellite fly out to position, then delete themselves and set up the satellite station. just the opposite for retracting.
- Darth Saber
- Militia Commander
- Posts: 290
- Joined: Mon Aug 04, 2008 4:53 pm
- Location: Korriban
http://xelerus.de/index.php?s=mod&id=598
Please view the link above, download the archive (*.zip), and view the readme. As it stands, the mod functions; viewing it will provide more insight as to what I desire to have happen.
In this mod, I would prefer to use stations, instead of ships; stations are solid and do not generally move when hit, as opposed to ships. I have worked with ships and wingman, and I would not want to ave to use ships unless there were no other way in which to accopmplish the needed movements. The control point is supposed to be stationary, like a lodestone or anchor, around which the defense network opperates.
How would one be able to jump without a gate effect?
Your last option (4) is sound; were one to use the - leave wreck="0" - option, then there would be no debris to indicate the destruction of the ship. I do not understand vectors, and thus have never used them; should this be the way to go, I would need someone to code it for me, or to teach me how to code vectors. Please view and use the mod which I uploaded, and tell me what you think.
Please view the link above, download the archive (*.zip), and view the readme. As it stands, the mod functions; viewing it will provide more insight as to what I desire to have happen.
In this mod, I would prefer to use stations, instead of ships; stations are solid and do not generally move when hit, as opposed to ships. I have worked with ships and wingman, and I would not want to ave to use ships unless there were no other way in which to accopmplish the needed movements. The control point is supposed to be stationary, like a lodestone or anchor, around which the defense network opperates.
How would one be able to jump without a gate effect?
Your last option (4) is sound; were one to use the - leave wreck="0" - option, then there would be no debris to indicate the destruction of the ship. I do not understand vectors, and thus have never used them; should this be the way to go, I would need someone to code it for me, or to teach me how to code vectors. Please view and use the mod which I uploaded, and tell me what you think.
I think I know what to do (option 4, with changes), I will have to finish cleaning up the xml, write up some code, add an image, add some ships, then do some testing, iron out the new bugs my code adds, etc. don't be surprised if I'm not done today.
I would make the turrets mobile="true" with some insanely high mass to prevent them from being tossed around. Then you should be able to move them with objIncVel to have them move and another event to use objMoveTo which is the 'jump' without the animation and sets their velocity back to 0.
As for having the turrets removed, I would set some trivial data on them when they are created and when you want to remove them you can find them easily to destroy them. This would also be helpful in determining if they are already deployed to avoid multiple control points being set up within the same system.
As for having the turrets removed, I would set some trivial data on them when they are created and when you want to remove them you can find them easily to destroy them. This would also be helpful in determining if they are already deployed to avoid multiple control points being set up within the same system.
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
I have a working prototype ready. here.
1. the control point spawns ships and sends them flying out in all directions
2. when they get far enough out the ships delete themselves and spawn stations.
3. for retracting the turrets the stations are deleted and ships are spawned
4. the ships dock with the control point and delete
5. attributes on the ships and stations prevent deploying the turrets twice, recalling them twice, or placing control points too close together.
todo:
1. carry over damage from ship to station and station to ship, for the turrets.
2. give the control point a set number of turrets which are not replaced if destroyed, even upon being collected into the hold and redeployed.
3. remember damage
4. make it's value depend on turrets remaining.
5. I will probably make a commonwealth version eventually.
1. the control point spawns ships and sends them flying out in all directions
2. when they get far enough out the ships delete themselves and spawn stations.
3. for retracting the turrets the stations are deleted and ships are spawned
4. the ships dock with the control point and delete
5. attributes on the ships and stations prevent deploying the turrets twice, recalling them twice, or placing control points too close together.
todo:
1. carry over damage from ship to station and station to ship, for the turrets.
2. give the control point a set number of turrets which are not replaced if destroyed, even upon being collected into the hold and redeployed.
3. remember damage
4. make it's value depend on turrets remaining.
5. I will probably make a commonwealth version eventually.
- Darth Saber
- Militia Commander
- Posts: 290
- Joined: Mon Aug 04, 2008 4:53 pm
- Location: Korriban
Well done, Bobby; the manner in which the satellites issue forth from the control point is exactly what I had envisioned it as being; thank you very much!
Now then, would you be willing to teach me how you did it, as well as teach me about vectoring? I have not been able to grasp the concepts of this, and am in need of instruction.
Now then, would you be willing to teach me how you did it, as well as teach me about vectoring? I have not been able to grasp the concepts of this, and am in need of instruction.
