[mod idea+work help] Hive behavior
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Ok sorry about the formating. I fixed it http://paste.neurohack.com/view/YMP3X/
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- alterecco
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OK, that is more readable :)
Your switch in the OnDestroy has some issues. Sorry, I can not make concrete fixes atm. I suggest you read up on the xelerus pages on blocks and switches. Basically, you need to make sure that all code you want to run per case is wrapped in a block.
I have to go now, but I will try to give a fuller answer soetime tomorrow if you don't reach a solution.
.] alterecco
Your switch in the OnDestroy has some issues. Sorry, I can not make concrete fixes atm. I suggest you read up on the xelerus pages on blocks and switches. Basically, you need to make sure that all code you want to run per case is wrapped in a block.
I have to go now, but I will try to give a fuller answer soetime tomorrow if you don't reach a solution.
.] alterecco
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Thanks. It works really well now. There's just 1 more bug I need to fix, which is completely stumping me. Sometimes the ships just stop, and coast away. They don't even just gate, they just coast out of the system forever.
But now that the code is working correctly, I can focus on getting the other parts of this I want working.
But now that the code is working correctly, I can focus on getting the other parts of this I want working.
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- Fleet Admiral
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I've had the same problem with my wingmanbases as well. You tell them to wait, but they don't stop at one location... If you still being escorted they match velocity and just keep drifting off to space... It seems like they go brain- dead...Sometimes they stop and coast away
I think the problem has something to do with how the orders are handled by the ship. Maybe we forgot to cancel orders somewhere in the code?
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
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Perhaps, a lot of this is escorting, and I have seen ships turn, while the rest of the swarm continues. I don't think I forgot to cancel any orders though.
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Never mind, I fixed the problem. I forgot a block, so it just knew to cancel the orders. But for some reason (probably just a glitch) they didn't gate, they just drifted. I also fixed a lot of errors, and wow it works well now.
EDIT: My finished(ish) code is here: http://paste.neurohack.com/view/YdwKp/ this isn't all my code, because I have some code worked out for the "natural selection" section. That code is here:http://paste.neurohack.com/view/YBeax/
The problem with this is it won't enhance the item. The messages are how I know this, and a few code-checkers I haven't deleted yet.
Anyone who wants to use it is free to.
EDIT: My finished(ish) code is here: http://paste.neurohack.com/view/YdwKp/ this isn't all my code, because I have some code worked out for the "natural selection" section. That code is here:http://paste.neurohack.com/view/YBeax/
The problem with this is it won't enhance the item. The messages are how I know this, and a few code-checkers I haven't deleted yet.
Anyone who wants to use it is free to.
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- Fleet Officer
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I do:
Code: Select all
(shpEnhanceItem Offspring instWeap 0x0101)
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Nevermind, I fixed that (modified a copy of the lambda from weapon optimizer rom) and now I have to fix the passing of enhancements down the generations.
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- Fleet Officer
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Ok I tried several things, but finally found a way to make the enhancements be passed down. It works well now. It works, but it isn't really efficient. I need to know if there is a function that lets you run a string of code a certain number of times.
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Ok yeah, here's my code (it's a lambda to pass the enhancement, and the only way I could get it to work)
http://paste.neurohack.com/view/YDfWy/
BTW. Google translator says that the code is written in Filipino
http://paste.neurohack.com/view/YDfWy/
BTW. Google translator says that the code is written in Filipino
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- alterecco
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OK. I am not entirely sure about the best way to simplify that code, but you
can start with a for loop:
The above code will run 10 times.
You can compact the first half of your function even more by using the
enhancement level:
The above would of course only work for levels up to 15... otherwise
you would have it repeating 51 times (not that i know how you make the
jump in enhancement levels from 15 to 51)
You could also put the handling of the enhancement into the mutEnhanceWeapon
function. That would look something like this:
Let me know if that makes sense.
can start with a for loop:
Code: Select all
(for i 1 10 (mutEnhanceWeapon target 0x0101 nil))
You can compact the first half of your function even more by using the
enhancement level:
Code: Select all
(for i 1 (objGetDataSource gSource "enhancementLevel)
(mutEnhanceWeapon target 0x0101 nil)
)
you would have it repeating 51 times (not that i know how you make the
jump in enhancement levels from 15 to 51)
You could also put the handling of the enhancement into the mutEnhanceWeapon
function. That would look something like this:
Code: Select all
;; note... i don't know what your third argument is
(setq mutEnhanceWeapon (lambda (target enhancement cnt xxx)
(for i 1 cnt
;; run the code you already had in this function
)
))
;; now you can just call it like this:
(mutEnhanceWeapon target 0x0101 15 nil)
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about the enhancement level, that's just for keeping track of the level. For negative enhancements I just added 50 to the data. Not really any reason, actually. Thanks for the help. I didn't know what the loop function was.
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- Fleet Officer
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Ok so I finished(ish) the code for the natural selection. Here: http://paste.neurohack.com/view/YeFvv/It can now enhance the weapon of the ship from -150% to 150% by increments of 10%. The enhancements are passed down from parent to offspring with a probability of 90%. It doesn't change much in Eridani, because there isn't anything to keep the bad enhancement from canceling the good, but if they were in a higher level system, good genes will help them survive, and so it will spread. This is to be used with my behavior code, here: http://paste.neurohack.com/view/YdwKp/.
Now I just have to finish my code on the food and population control.
Now I just have to finish my code on the food and population control.
Play in over 100 systems in a network. Play the 2011 Mod Of the Year
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