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in system warp question

 
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dshash

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Post Posted: 07-10-2006 07:31 PM Post subject: in system warp question

is it possiable to a battery and reserve power drian as a side effect to in system warp?

Soverign: were you ever gonna make it so that top speed id determined by the warp output instead of the hull size?

im creating a mod that butchers the foundation.py in AI.
right now it allows the AI to slowly reach very high speeds but the AI
now wont go crazy and not stop. dont really know how i did it but it works.
Now the AI will match your speed and attack you if within 60km.

so i wanted to some kind of downfall of using in system warp to manuver away, so as a decentive to its over use.

also is their a way to create the warp streaks box around ships(player and AI ) when ships travel, say over 100000kph? mabey quite smaller than in the warp cutscene? this could be used to manuver at low warp and would just be awesome.

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Post Posted: 07-10-2006 07:37 PM Post subject:

Your awsome! I cant even figure out how to make a cloak sound that only works for one ship,even with MLeos help..lol

All I can tell ya is look in the FTA2 folder(download FTA2) and look at the armour setup..its made to drain the battery when you activate it,mybe u can take that and modify it so it works with your warp thing?

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Post Posted: 07-10-2006 07:52 PM Post subject:

Quote:
is it possiable to a battery and reserve power drian as a side effect to in system warp?


There is an event when a ship is doing in system warp which can be used so you can implement a bit of math and drain the warp core power.

Quote:
Soverign: were you ever gonna make it so that top speed id determined by the warp output instead of the hull size?


Well it's called cws 2.0 but it's not how it's gonna work. It's going to work via plugins you return a predefined max warp speed of a ship.

With too many projects on the way I'm dropped the mod on hold.

Quote:
also is their a way to create the warp streaks box around ships(player and AI ) when ships travel, say over 100000kph? mabey quite smaller than in the warp cutscene? this could be used to manuver at low warp and would just be awesome.


Your lucky day lost jedi did something like this, he simulated warp streaks with particles.


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Post Posted: 07-10-2006 08:00 PM Post subject:

well the foundation work great i dont know if any one wants to test it or if
i even can release it for testing?
all i know is that dasher42 wrote it

i also have the changed insystem warp qbautostart files
one is called impulse manuvers and the other warp manuevers
with new sfx! but i gotta remember where I got the sfx so i can give proper credit or get permissions and i guess from sovergin and was it defiant?

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Post Posted: 07-10-2006 08:08 PM Post subject:

Sovereign awesome man i guess ill be calm a while longer
and just wait for the cws 2.0. Im sure it will be worth it.

And hope lostjedi will reply with the status of these warp streaks
it would just be so damm cool! Just think about it!

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Post Posted: 07-10-2006 08:34 PM Post subject:

new warp streaks code has been impleneted in the KM 1.0 but it can be used in any set not just warp set


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Post Posted: 07-10-2006 08:39 PM Post subject:

I hope LostJedi doesn't have a problem when I post the link to his Streaks here:
http://bckobayashimaru.de/files/kobmaru/scripts/Custom/QBautostart/Libs/LibStarstreaks.py


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Post Posted: 07-10-2006 09:42 PM Post subject:

so i guess what would be needed is a way to create these streaks when a object reaches a predetermined speed and is fixed and centerd so as to travel with the object until speed goes below the predetermined speed right?

Im a rookie scripter so im trying to determine what effect this
LibStarstreaks.py has now when it is placed into the correct folder?
am i missing somthing?

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Post Posted: 07-11-2006 05:10 AM Post subject:

place the file in scripts/Custom/QBautostart/Libs/.
Now you can create the streaks by using this:

Code:

      oWarpEffect = LibStarstreaks.WarpSetv2_Create(pShip, fWarpFactor)


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dshash

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Post Posted: 07-11-2006 05:19 AM Post subject:

im sorry, ill see what i can do but i may be in way over my head

i do know where to place the .py of course but...

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Post Posted: 07-11-2006 07:59 PM Post subject:

ok i been tinkering with this info for a little while and seem to be not be getting far. first im guessing that Defiant meant me to place:
oWarpEffect = LibStarstreaks.WarpSetv2_Create(pShip, fWarpFactor)
inside the insystemwarp.py in custom\qbautostart

now i tried logicaly adding to this:
Code:
import Bridge.BridgeUtils
import Lib.LibEngineering
[u]import Lib.LibStarstreaks[/u]
but dont know where to place:

Code:
oWarpEffect = LibStarstreaks.WarpSetv2_Create(pShip, fWarpFactor)


???
im sitting at a liquor store board all day today so mabey a lesson would be in order from one of the masters.

but i am a novice programmer( I changed my major to study History and poly sci after just one class in VB and C++!!) so i may be over my head
but nevertheless i am so board and realy want cool starstreaks when i hit in system warp!

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Post Posted: 07-11-2006 08:06 PM Post subject:

Code:
oWarpEffect = LibStarstreaks.WarpSetv2_Create(pShip, fWarpFactor)

I guess the information ysou are missing is this:
As you see the function does take 2 arguments. The first is the ship, the second is the warp factor as float value, eg 1.0, 6.0 or 9.5


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Post Posted: 07-11-2006 08:47 PM Post subject:

ok now bear with me...
are you saying somthing like adding

Code:
oWarpEffect = LibStarstreaks.WarpSetv2_Create(pShip, fWarpFactor)

            pShip.SetWarpEffect(1)


with
Code:
WarpEffect = 0
added to the vars at top

and im looking for an example of how to do the the float?
edit: ok i think it has something to do with:
Code:
C_MAXWARP = float(10.0)

and
Code:
def WarpSetv2_Create(pShip,fWarpFactor):
    global lWarpingObjects
    oWarpEffect = WarpTunnel(pShip, fWarpFactor)
    lWarpingObjects.append(oWarpEffect)
    return oWarpEffect

in the LibStreaks.py but ill admit im quite confused

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Post Posted: 07-12-2006 05:53 PM Post subject:

ok i am lost...
i checked out two books today:

Learning Python
and
Diving into Python

mabey these can catch me up to speed.
but if anyone (Defiant, USS Sovereign etc) want to beat me to it
that would be swell!

we need new warp effects!

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Post Posted: 07-14-2006 05:08 AM Post subject:

dshash wrote:

Learning Python
and
Diving into Python

Walking through http://www.python.org/doc/current/tut/ would probably have been enough.

Anyway there is a really easy way to generate a float:
f = 1.0 <-- this is a float.
In the very moment where you pass a number in the form aaaaa.bbbbb to a variable you get a float.


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Post Posted: 07-14-2006 11:17 PM Post subject:

Quote:
but if anyone (Defiant, USS Sovereign etc) want to beat me to it


Let me see if I understand what you're trying to do. You want star streaks when you're using in system warp? Right, or someone to takeover the whole mod?!


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Post Posted: 07-15-2006 01:18 AM Post subject:

sorry for the confussion.

Yes i would really like starstreaks when using in system warp!!
that would be great!

but i had also mentioned if their is a way to create the starstreaks around any object that is moving at a high rate of speed- thus space warping around starships!

its looking like my scripting is only comming along at a snails pace
so any taking over would be fine

hey im not being lazy i swear..
but i know your all quite busy

Im just not a programmer apparently and think that if your gonna
have insystem warp then star streaks while manuvering in system
would be canon, because the ST:II style
Quote:
motion blur
is very weak

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Post Posted: 07-15-2006 01:45 PM Post subject:

I'm kinda busy atm but I'll see what I can do if I find some free time.


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Post Posted: 07-15-2006 01:46 PM Post subject:

should be 3 lines.


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Post Posted: 07-15-2006 02:01 PM Post subject:

Maybe yes and maybe not. I don't like to say how many lines of code you'd need (you always encounter into some unexpected problems Wink)


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Post Posted: 07-15-2006 02:24 PM Post subject:

i dont get the float atm
you said only 3 lines of code??
Code:
oWarpEffect = LibStarstreaks.WarpSetv2_Create(pShip,fWarpFactor) 
                    pShip.SetWarpEffect(pShip, self.f = 1.0)
                    WarpEffect = 1
?????


wow then i was way off I was think you would need
a line of code for each warp factor f = 1.0-9.99!!!

these Phyton book are long, very long btw
today ill start the above mentioned tutorial

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Post Posted: 07-16-2006 01:35 AM Post subject:

Ok, so i worked all day on this I hope maybe someone wants to try it.

This is the Warp Mannuvers-
my take on in system warp
so what it does so far...
the top speed of ships is now determined by the power output of
the warp core, and a 50% power drain from main battery occurs when it is turned off. the problem is that if used over and over again it just splits up the remaining 50% and cuts it in half then in half then in half etc...
not quite right

this took me all day long and feed back would be welcome

I take no credit for much sence all I did was look and learn from all the
work done by others: Defiant, Uss Pheonix etc.

BTW: This is only part of what i want to do. I still want to have starstreaks
added so if Defiant wants to input his "3 lines" i would be so happy!!
I also left out the new sfx but you wil like them when this is all done
I still have a little work to do on my Foundation AI mod. that lets other ships travel intercept very fast.

oh and sorry for being so wordy!

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Post Posted: 07-18-2006 01:43 AM Post subject:

another update:
The purpose of this is to simulate consquences of manuvering near plantary bodies ie reduced manvuering and power drain

Ok this version has many changes
first speeds have been slown down and should be between 100000kph
and 300000kph.

second all speeds are determined by warp core output.
the more powerful the core the faster the ship will go.
ships with low powered cores are now adjusted to compensate
allowing the abilty to still travel quite quickly
note: i based everthing off the SNS Galaxy with a WC outupt of 5000.
ships like the NX-01 with WC output of ~500 are adjusted to be near 3000 so that they travel fast but not as fast as the Galaxy.

Third, the warp engines now pull power from the core while in system warp(i guess the result of mannuel adjustments!)
So when weapons and shields are a small problemn when in system
warp

Questions and comments needed!!

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Post Posted: 07-26-2006 07:20 PM Post subject:

anyone know how to get the LibStarstreaks.py to work!
really stuck here guys.

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Post Posted: 07-26-2006 07:45 PM Post subject:

ok
1) why have you renamed the file to Warp\ Maneuvers.py?
2) The custom warp script is broken broken broken and broken.
Did you got it?
Remember: Custom Warp is broken.
Even Phoenixs comments can not change anything on that.
The code design was totaly wrong from the very first moment.

and worst thing: It is my fault :(

So while you are at it, you should completly remove all lines and begin from 0.
Take your python books, then
1) read SimRexs tutorials
2) Go the the bctng scripters page and run trough their tutorials.

and then you wi'll find out what those 2-3 lines are. (Not counting the import and global statements).

I'll not help you by telling you the final solution, you have to learn it yourself.




Btw top3 of broken scripts from me:
3: Custom Warp
2: Marines
and the worst thing ever made, the winner is:
1: Fleet Utils


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