CSC vs Worldship

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RPC
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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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RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

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).
America.jpg
America.jpg (177.42 KiB) Viewed 7718 times
Needless to say, America still lost.
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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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RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

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.
; 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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Aury
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ooh ok, that's a bug, unless the phobos already killed 4 of the brittanias.
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RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

ooh ok, that's a bug, unless the phobos already killed 4 of the brittanias.
Woah. That was one mean Phobos then (I think they already died, I came in when CSC America was 58% damaged).
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Aury
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With the powers of godmod, I shall test this to confirm your bug.

EDIT -- nope, seems to be working just fine!
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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?
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.
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Aury
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:| Sounds risky, especially if modded ships start showing up, as their code may not be compatible.
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Wolfy wrote::| Sounds risky, especially if modded ships start showing up, as their code may not be compatible.
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.]
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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

Code: Select all

(if (neq (sysHasAttribute "+introScren") true)
     ;;run the code
     (Block Nil
          {{foo}}
     )
     ;;dont run the code
     (block Nil)
)
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george moromisato
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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)
)
I like that suggestion at lot.

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!
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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.
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Aury
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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.
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