Stuck at Gladiator Ring

Freeform discussion about anything related to modding Transcendence.
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catfighter
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I modded the game so that I had a slightly bigger ship than the freighter. However, my ship is so wide that it got stuck in the gate at the gladiator ring. :roll: Is there any way to make a slightly bigger entrance?
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RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

You'd have to modify the arena placement of the walls. You'd have to Rigel Aurelius in the game code and change how close they were to each other and move them accordingly.

If you want you could stop by IRC and ask for help finding and modifying all of the code.
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sun1404
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Or: Get a jump drive and jump inside. I never really tried it, but seeing from the jump drive's code, it shouldn't be blocked by the walls. Would be hard to gauge the right distance though. :D
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catfighter
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I found the code without any problems, but I don't know how to modify it. I'll try the jump drive strategy though! :D
Behold my avatar, one of the few ships to be drawn out pixel by pixel in the dreaded... Microsoft Paint!

Day 31: "I have successfully completed my time reversal experiment! Muahahaha!!!"
Day 30: "I might have run into a little problem here."
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

It might be possible to make an "entrance gate" where to dock to it and then you press "enter" so the game jumps your ship to the middle of the arena.
That way you can bypass the gate entirely.
Then there would be a sign saying "exit" and then you exit the same way.
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Atarlost
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My preferred solution is still to replace the arena with a mostly empty system owned by the Maximus corp.
Literally is the new Figuratively
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catfighter
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Nice idea, RPC! Do you think you could upload the code for the new gate, or should I try to do it on my own?

An empty system would be good for most purposes, but there wouldn't be any way of preventing enemies from running away. Since the gladiator battles always appear early in my games, I usually don't have engines good enough to catch up to other ships.
Behold my avatar, one of the few ships to be drawn out pixel by pixel in the dreaded... Microsoft Paint!

Day 31: "I have successfully completed my time reversal experiment! Muahahaha!!!"
Day 30: "I might have run into a little problem here."
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

@catfighter: It would be a great starter mod but since the Arena is heavily scripted modifying the gates might mess up some behavior >.<
Here's what I would do:
-Find the Rigel gate that forms the entrance to the arena and make them dockable.
The gate/wall/thingy should have a main dockscreen with the option to "Enter Arena"
This jumps the playership forward (forward as in the direction from the playership to the gate) 10 light seconds.
This is a big problem since autons/wingmen might not make it in/ will have a hard time following the player.
Start the battle from the other side.

Once the battle is over then you can gate outside in the same way (dock to the gate and choose an option to gate you out).

Couple potential issues:
-this requires you to know how to mess with dockscreens
-know how to use ObjMoveTo and get the appropriate angle to give SysVectorPolarOffset
-might be abused somehow/lead to unintended effects.

A script heavy answer would be to remove the walls from the game using ObjSuspend then when the player gets close to the Rigel Aurelius station you ObjResume the gates so they stay on. When the battle is over, the game them ObjSuspends the walls again. This allows big playerships to approach the station so that the walls 'appear' when the battle starts and disappear when battles are over.

random brainstorm ideas, make do with them what you will:
Option A:
-make the nav sign gate you in:
B:
have the Rigel station gate you in
C:
have the nav beacons gate you in
D:
have the wall segment gate you in
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
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catfighter
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I know how to create/modify the dockscreens, but I haven't tried using ObjMoveTo, SysVectorPolarOffset, or ObjSuspendResume for anything. Could you post a sample about how to use them? :)

Autons and wingmen aren't a problem since I never get any wingmen and all the autons I find attack me. :roll:
It would be pretty nice to have the walls appear/disappear, even though I have no idea how to do it.
Behold my avatar, one of the few ships to be drawn out pixel by pixel in the dreaded... Microsoft Paint!

Day 31: "I have successfully completed my time reversal experiment! Muahahaha!!!"
Day 30: "I might have run into a little problem here."
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

They're functions.
Xelerus has a handy list of them: http://xelerus.de/index.php?s=functions&all=yes
Digdug has the latest: http://forums.kronosaur.com/viewtopic.php?f=8&t=6136

You'd need to know how to trigger these events and that really takes a long time to get used to/ find everything from random places. You'd also end up looking through forums, the wiki, IRC, Xelerus, etc until you can find what you want/or somebody says it can't be done. Fortunately it can be done ;) Unfortunately I have a paper due Tuesday and I haven't started D:

Xelerus has examples for all the functions. I honestly should find the time to update it again...
Here's an example:

Code: Select all

		<Invoke>
			(block Nil
				(objSuspend gSource)
				)
		</Invoke>

Code: Select all

		<Invoke>
			(block Nil
				(objMoveTo gSource (sysVectorPolarOffset gSource (shpGetDirection gSource) 10))
				)
		</Invoke>
Stick these events just before the </ItemType> tag for an item (You don't really have to but it's a good place to put them so that they work instead of accidentally putting them in random spots). In the game you can press se and when you invoke it the game runs the code. I don't know how useful suspending yourself is though...

Example of invoke (I stuck the map rom invoke the Ares plasma archcannon for some reason...):

Code: Select all

	<!-- Ares plasma cannon -->

	<ItemType UNID="&itAresPlasmaCannon;"
			name=				"Ares plasma archcannon"
			level=				"10"
			value=				"500000"
			mass=				"10000"
			frequency=			"veryrare"
			attributes=			"Ares; Howitzer; MajorItem; Military; NotForSale"

			description=		"The most powerful weapon in the Ares fleet. The plasma archcannon can destroy anything that's not protected by massive shields and armor."
			>

		<Image imageID="&rsItems1;" imageX="96" imageY="0" imageWidth="96" imageHeight="96"/>

		<Weapon
				type=				"missile"
				deviceSlots=		"2"

				damage=				"plasma:24d24; WMD7"
				fireRate=			"80"
				missileSpeed=		"65"
				lifetime=			"120"
				hitPoints=			"30"
				powerUse=			"3000"

				sound=				"&snLaserCannon;"

				vaporTrailLength=	"24"
				vaporTrailWidth=	"150"
				vaporTrailWidthInc=	"10"
				vaporTrailColor=	"0x57, 0x38, 0x00"
				>

			<FireEffect>
				<Flare
						style=				"fadingBlast"
						lifetime=			"6"
						radius=				"80"
						primaryColor=		"0xff, 0xff, 0xf0"
					/>
			</FireEffect>

			<Effect>
				<MoltenBolt
						width=				"8"
						growth=				"24"
						primaryColor=		"0xff, 0xed, 0xcd"
						secondaryColor=		"0xff, 0xb3, 0x27"
						/>
			</Effect>
		</Weapon>
		<Invoke>
			(block (obj mappedAll mapEnemy)
				(setq mappedAll True)

				; Compute the probability of mapping an enemy station
				(switch
					(geq (sysGetLevel) 7)
						(setq mapEnemy 0)

					(geq (sysGetLevel) 3)
						(setq mapEnemy (subtract 360 (multiply 72 (subtract (sysGetLevel) 2))))

					(setq mapEnemy 360)
					)

				; Iterate over all stations in the system
				(enum (sysFindObject gSource "Ts") obj
					(switch
						(and (objIsEnemy gSource obj) (gr (add (objGetDestiny obj) 1) mapEnemy))
							(setq mappedAll Nil)

						(objHasAttribute obj "uncharted")
							(setq mappedAll Nil)

						(objSetKnown obj)
						)
					)

				(if mappedAll
					(objSendMessage gSource Nil "Mapped all stations in system")
					(objSendMessage gSource Nil "Mapped charted stations in system")
					)

				; Identify the item
				(itmSetKnown gItem)

				; Remove ROM
				(objRemoveItem gSource gItem 1)
				)
		</Invoke>
	</ItemType>
Invoke generally isn't the best way to trigger events so you'd have to scrounge around and look for better ones.

I also suggest using Notepad ++ if you aren't already.
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
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catfighter
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Thanks for the code and good luck on your paper! :wink:

I already have Notepad++, though I rarely use it anymore. I'll mess around with the code you posted and see what I can do with it.
Behold my avatar, one of the few ships to be drawn out pixel by pixel in the dreaded... Microsoft Paint!

Day 31: "I have successfully completed my time reversal experiment! Muahahaha!!!"
Day 30: "I might have run into a little problem here."
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digdug
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Hi catfighter,
and welcome to Transcendence forums :D

Load up your savegame with the stuck ship in debug mode.

In the console type:

Code: Select all

(objMoveto gPlayership (sysVectorPolarOffset Nil 0 1))
sysVectorPolarOffset can accept Nil as a vector, and that's the center of the system. (Vector 0,0 I suppose)
As a result, you will be teleported on the sun, at the center of the system.
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catfighter
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How do you open debug mode and the console? I've just been adding my tests to the extensions folder and I've never seen any console in the game. I can see the debug txt file, but I haven't seen any other references.
Behold my avatar, one of the few ships to be drawn out pixel by pixel in the dreaded... Microsoft Paint!

Day 31: "I have successfully completed my time reversal experiment! Muahahaha!!!"
Day 30: "I might have run into a little problem here."
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

http://transcendence.kronosaur.com/wiki ... ug_console
To use just type up code in the console. The problem though is that it's only useful to test one line at a time >.<
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
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catfighter
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Thanks! :D I'll try it out next weekend when I play again.
Behold my avatar, one of the few ships to be drawn out pixel by pixel in the dreaded... Microsoft Paint!

Day 31: "I have successfully completed my time reversal experiment! Muahahaha!!!"
Day 30: "I might have run into a little problem here."
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