my latest project

Freeform discussion about anything related to modding Transcendence.
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Psycholis
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Fast rendering of the drive itself. Using prophet's code right now. I'll credit it when I put the whole ship on xelerus later. Trying to figure out a good armor/weapon set for it..

Image
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Atarlost
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I'm pretty sure it's unarmed.
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Psycholis
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it survives entirely by jumping. lol. i should give it a good regeneration armor and the drive and leave it. can't really beat the game on jumps alone though...

idea though - there's a 1:xxx chance that using the drive instantly kills everything on screen. it's the only defensive move it has and it's purely chance that it works. it probably won't, but that's why they call it the IID.
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Atarlost
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I figure you'd start it with enough money to buy something in Eridani.
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Prophet
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You could always give it a modified sub-etha transponder...
Sub-Etha from the Wiki:
Sub-Etha is an interstellar telecommunications network used by hitchhikers to flag down passing spaceships. The primary hitcher's tool is known as the Sub-Etha Sens-O-Matic, a thumb-shaped device that both detects sub-etha radio signals and contacts passing ships to ask to be let on board. Sub-Etha is used throughout the Milky Way for any kind of data transmission, such as listening to the news or updating the Hitchhiker's Guide to the Galaxy itself.


It could find a friendly ship within range and essentially turn it into a wingman. There would have to be either a cool down time, a max number of ships, and/or a chance it doesn't work at all (maybe turns them hostile?)



Here's a new script for the IID:

Code: Select all

(block (rand)
    (setq rand 1d100)
    (switch
        (eq rand 1)
        ;; A 1 percent chance of destroying all enemy ships in 100 ls
            (block (EnemyShips)
                (plyMessage gPlayer "WOW! That was infinitly improbable!")
                (setq EnemyShips (sysFindObject gSource EsN:100))
                (enum EnemyShips theShip
                    (objDestroy theShip)
                    )
                )
         (leq rand 10)
         ;; A 9 percent chance of jumping all enemy ships randomly
            (block (EnemyShips)
                (plyMessage gPlayer "Hmmm, that was weird...")
                (setq EnemyShips (sysFindObject gSource EsN:100))
                (enum EnemyShips theShip
                    (objJumpTo theShip (sysVectorPolarOffset 0 (random 0 360) (random 1 1500)))
                    )
                )
            (gr rand 10)
            ;; The Player jumps randomly
                (objJumpTo gPlayerShip (sysVectorPolarOffset 0 (random 0 360) (random 1 1500)))
        )   
    )

As a last line of defence you've always got your towel.
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!
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Psycholis
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prophet, you are awesome. now to model a thumb and a towel. lol.

edit: tried the new code and every time i invoke it, it says,

"No binding for Symbol: EsN 100 ### (sysFindObject gSource EsN:100) ###"
Bobby
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looks to me like it need some quotes.
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digdug
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with rand = 1 do the ships get destroyed then randomly moved ?
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Psycholis
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right now the ships do nothing. :( lucky my test ship had a back up +100 IM90 and dark matter armor.
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Prophet
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Here's some code that I have tested and it works great.

I added a small explosion when the ships are destroyed rather than having them simply disappear.

Code: Select all

		(block (rand) 
            (setq rand (random 1 100)) 
            (switch 
                (eq rand 1) 
                ;; A 1 percent chance of destroying all enemy ships in 100 ls 
                    (block (EnemyShips) 
                        (plyMessage gPlayer "WOW! That was infinitly improbable!") 
                        (setq EnemyShips (sysFindObject gSource "EsN:100")) 
                        (enum EnemyShips theShip
                            (block Nil
                                (objDestroy theShip)
                                (sysCreateEffect &efSmallExplosion1; theShip (objGetPos theShip))
                                )
                            )
                        )
                 (leq rand 10) 
                 ;; A 9 percent chance of jumping all enemy ships randomly 
                    (block (EnemyShips) 
                        (plyMessage gPlayer "Hmmm, that was weird...") 
                        (setq EnemyShips (sysFindObject gSource "EsN:100")) 
                        (enum EnemyShips theShip 
                            (objJumpTo theShip (sysVectorPolarOffset 0 (random 0 360) (random 1 1500))) 
                            ) 
                        ) 
                    (gr rand 10) 
                    ;; The Player jumps randomly 
                        (objJumpTo gPlayerShip (sysVectorPolarOffset 0 (random 0 360) (random 1 1500))) 
                )    
            )
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!
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Psycholis
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wonderful. i spent the last half an hour trying to destroy the iocrym with it. i got it to teleport once and the rest of the time flying back to it. :) and of course i realize my folly AFTER it's gone. NO GATE ROD!! hahaha
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Darth Saber
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Evilbob wrote: "Hmm, if we had a weapon that changed the target's soverign on hit..."

That sounds like the Hapan "gun-of-command," found in "Star Wars: The Courtship of Princess Leia."

Would it be possible to create such a weapon, givin the limitations in Transcendence programming?
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Atarlost
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Not at this time. Scripts cannot currently be linked to weapons.
mtirchick
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ooooooooooooo ooooooooooooooo oooooooooooooo it sounds like an Omega-13 Device put it in!!!!
New things interest me.
mtirchick
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The end up anywhere drive i mean
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