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MLeo

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Post Posted: 10-29-2005 05:40 PM Post subject:

Gareth wrote:
how about get a torpedo to warp in/out of a system, and tell it to do various things?

like that dreadnaught missile/torp from ST:Voyager(?)

Wouldn't that not be something for the ramming AI?


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Post Posted: 11-01-2005 06:35 PM Post subject:

My Idea is Emergency shield reinforcement. Your shields get fully recharged at the cost of eitherdamaging the warp core or draining all weapons. It could be used in conjunction with the distress call mod to held you survive til a freindly ship comes to help.


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Post Posted: 11-01-2005 06:38 PM Post subject:

ooo this is a cool idea!


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Post Posted: 11-05-2005 02:26 PM Post subject:

I don't know if anyone's asked this, or if it's been done; but is there a way to make torpedoes alot faster?

perhaps there could be a mutator for 'Really Fast Torpedoes' - I want the torps to really feel like they've got a good 'punch' at they hit the ships!

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Post Posted: 11-05-2005 02:42 PM Post subject:

then increase the speed in the projectile file.


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Post Posted: 11-06-2005 02:11 PM Post subject:

Cube wrote:
then increase the speed in the projectile file.


I'm not a scripter, so I wouldn't know how Razz

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Post Posted: 11-06-2005 07:40 PM Post subject:

to increase torp speed, go to scripts/tactical/projectiles folder, open the torpedo's py, and look for:
Code:


def GetLaunchSpeed():
    return 20.0


the higher the 'return' number, the faster the torp...


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Post Posted: 11-07-2005 03:42 PM Post subject:

Though I don't think Gareth wants to dive in and change all his torpedoes.Razz


Let me see what I can do.

Would 5 times as fast do it?


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Post Posted: 11-16-2005 06:42 PM Post subject:

Hmmm, a bit of a weird one here. What does anyone think of a "Hull materials" type of script for all those disruptors and torpedo weapons? I know it won't work for particle beam weapons, but that's a game limitation right now.

Anyway, what I am talking about is, a script that can check whether the torpedo or disruptor can do any damage to the opponent at all.

I've played around with the FTA2.0 and got something akin to that working, but it only checks the shield type, and not hull material type. And it's all based in the torpedo script (which isn't exactly elegant).

An example, I have a CG Quantum Torpedo that will destroy a NX-01 in two to three hits, but will empty out the entire inventory against the Scimitar. However, if I make the recharge much more higher in the NX-01 to make it more "advanced" (I use that word losely, it's just an early example in making a shield more advanced) but not make the shield stronger, the Quantums will need more hits to do the same job.

I think this can be extended to Hull material (By using another shield generator probably), which allows something like a Pure Neutronium hull vessel to ignore most forms of torpedoes, but have a much smaller chance than usual to be succeptable to others. Which could (theoretically) allow something like a Species 8472 Bioship to ignore most torps, and take severe damage from Borg Nano technology enhanced torp whether Quantum or Photon.

Anyone else think its something worthwhile? Any good to work on? Or am I simply off my rocker?

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Post Posted: 11-19-2005 12:04 PM Post subject:

Gareth wrote:
I don't know if anyone's asked this, or if it's been done; but is there a way to make torpedoes alot faster?

perhaps there could be a mutator for 'Really Fast Torpedoes' - I want the torps to really feel like they've got a good 'punch' at they hit the ships!


Well well well, it would seem this thread is usefull after all!Razz

Here you go, sorry for the delay.

You have to put this file in scripts/Custom/Autoload/
Then in game, you will have to activate the "Speed up Torpedoes X5" mutator.

It speeds up the torpedoes 5 times. It does make it harder for you to aim and hit.

If you want to change the factor, you can open up the script and change the fFactor variable to something else (as commented in the script).
Just don't use notepad for it.Wink


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Post Posted: 11-19-2005 07:36 PM Post subject:

MLeo wrote:
Gareth wrote:
I don't know if anyone's asked this, or if it's been done; but is there a way to make torpedoes alot faster?

perhaps there could be a mutator for 'Really Fast Torpedoes' - I want the torps to really feel like they've got a good 'punch' at they hit the ships!


Well well well, it would seem this thread is usefull after all!Razz

Here you go, sorry for the delay.

You have to put this file in scripts/Custom/Autoload/
Then in game, you will have to activate the "Speed up Torpedoes X5" mutator.

It speeds up the torpedoes 5 times. It does make it harder for you to aim and hit.

If you want to change the factor, you can open up the script and change the fFactor variable to something else (as commented in the script).
Just don't use notepad for it.Wink


awesome thanks Mleo! Smile can't wait to try this out! Mr. Green

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Post Posted: 12-19-2005 07:43 PM Post subject:

I have a request for a script, if anyone would like to attempt it!

I think having a bombardment script would be cool, where all the ships hold position and fire on one target, almost like weapons platforms.

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Post Posted: 12-20-2005 11:37 PM Post subject:

I was thinking on an nice idea of canon script, to be used with any USS-Reliant mod from Wrath of Khan.

An alternative self destruction button, meant to be used as an Genesis Torpedo (supposed to be onboard the USS Reliant) trigger, and somehow, that button could trigger an self-destruction with an bigger explosion radius, to simulate, or imitate Khan's last attempt to kill James Kirk.

Is this possible?


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Post Posted: 01-09-2006 09:43 PM Post subject:

Mleo, i know i've suggested this before (don't know whether it was refuted or not) but what about sharing torps between ships? in other words when you run out of torps and you ask a resupply ship/starbase etc. for a resupply but WITHOUT the need for docking or you could contribute to that ship/station's tally so that other ships can resupply when they needed too.


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Post Posted: 01-09-2006 10:11 PM Post subject:

like sending 'x' amount of torps from one ship (who has alot) to another (who ran out) midbattle?


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Post Posted: 01-09-2006 10:13 PM Post subject:

captain_obvious wrote:
Mleo, i know i've suggested this before (don't know whether it was refuted or not) but what about sharing torps between ships? in other words when you run out of torps and you ask a resupply ship/starbase etc. for a resupply but WITHOUT the need for docking or you could contribute to that ship/station's tally so that other ships can resupply when they needed too.

Basicly, that's what the docking does. It's just another step on the way.

As for a script, you'd need to modify (ie. make a copy of it in another script) and tailor it to your needs. In this case, I'd make it have 2 parameters (or 3 if you want to be able to put this in an sequence). Namely, targetShipID and sourceShipID.

Then you need to ripp out the phaser and pulse weapon parts.

Then you need to replace the starbase related stuff to the second ship's stuff.
It's possible, try using GetNumAvailableTorpsToType


I'd explain it more if I had the time...


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Post Posted: 01-10-2006 06:59 PM Post subject:

MLeo wrote:
captain_obvious wrote:
Mleo, i know i've suggested this before (don't know whether it was refuted or not) but what about sharing torps between ships? in other words when you run out of torps and you ask a resupply ship/starbase etc. for a resupply but WITHOUT the need for docking or you could contribute to that ship/station's tally so that other ships can resupply when they needed too.

Basicly, that's what the docking does. It's just another step on the way.

As for a script, you'd need to modify (ie. make a copy of it in another script) and tailor it to your needs. In this case, I'd make it have 2 parameters (or 3 if you want to be able to put this in an sequence). Namely, targetShipID and sourceShipID.

Then you need to ripp out the phaser and pulse weapon parts.

Then you need to replace the starbase related stuff to the second ship's stuff.
It's possible, try using GetNumAvailableTorpsToType


I'd explain it more if I had the time...


Heh, i sympathise with the lack of time man Razz and don't worry about explaining it too much, i'm no scripter!


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Post Posted: 01-11-2006 09:26 PM Post subject:

Here's a new idea which I got from serverandenforcer.
A mod which, depending on the damage to the warp core, could destroy the ship if the warp drive is engaged. e.g. the more damage to the warp core, the greater the probability of the ship blowing up. Also it would be good if certain ships could be set up so that there is a high probability of the ship being destroyed even it the warp core is undamaged (such as experimental warp drives). Specifying which ships have a higher probability of being destroyed could possibly be done by giving their warp cores a name such as 'experimental warp core'.
This would be good for my Daedalus ship i'm working on and I hope it's possible.


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Post Posted: 02-12-2006 11:31 PM Post subject:

My idea is for the helm, whereby you can order Kiska to engage different manoevers. (Think, Pattern Delta, or Evasive Maneouver Sisko Alpha, something along those lines.)

They could be used to get your ship in behind an enemy ship, or more complicated moves like what Shinzon did against the Valdor in Nemesis.

Just a thought.

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Post Posted: 04-21-2006 06:28 PM Post subject:

Been a while Razz

Anyhoo, my idea is

to have some torps behave more like bullets
i.e. when fired, they impact the target, but don't detonate, but pass straight through! (still causing physical damage as the torp burrows through the object) and comes out the other side, perhaps impacting with another object and detonating.

if you've ever seen the film 'speed', then you'll know what i mean Wink


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Post Posted: 05-22-2006 09:23 PM Post subject:

I would love to see a mod called fleet updates or summet, where the ships in ur fleet depending on the damage theyv taken, hail you and they use quotes from the series's telling you theyve taken damage, to the ultimate demise of the ship, they could say theyve got a warp core breach =D, there should be some scenes in star trek like that? sounds good to me but what do u guys think?


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Post Posted: 05-23-2006 03:19 AM Post subject:

Deathsith wrote:
I would love to see a mod called fleet updates or summet, where the ships in ur fleet depending on the damage theyv taken, hail you and they use quotes from the series's telling you theyve taken damage, to the ultimate demise of the ship, they could say theyve got a warp core breach =D, there should be some scenes in star trek like that? sounds good to me but what do u guys think?


That is what I would love to see. Plus when your playing and you have the distress signal mod thingy, when a ship warps into your system you see a cutscene of like a federation captain (one of how many ones they show in SP), the klingon, cardassion, romulan, and if its possible modeling some other ship captains for thid

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Post Posted: 05-23-2006 01:09 PM Post subject:

New Frontier is getting a system called hail handlers, which develops and expands the Communication systems.


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Post Posted: 08-05-2007 05:34 AM Post subject:

O.K., I got 14 big ideas.... Mr. Green

1.) fleet formations (so that you can have an organized and professional setup with your fleet - wedge (left or rigt), diamond, stacked, abroad (all ships are spread evenly across with each other forming a straight line), arrow-head); maybe designate certain ships to take command of their own fleet (so you can have more than just one fleet - and they can either choose their own formation or you can give an order of a selected formation for all fleets)

2.) use the plasma vent effect as an effect for atmospheric re-entry (I think it would look a lot nicer than what we have now).

3.) have plasma vent from serious damaged areas using the same before mentioned effect (except make it firey orange/yellow for all ships).

4.) better idea for atmospheric effects for planets (not talking about the re-entry effect). how about using a larger sphere that surrounds the planet model (maybe just a tad bit bigger than the planet model). make the atmosphere sphere very opaque and have a fliped copy (3ds max users know what I'm talking about) as well with the color (with glow) that would seem right for the planet. that way, no matter what angle you look at the planet, you will always see the atmosphere.

5.) an added feature to the advanced power management mod: you know how if you over drive the power setting to the phasers and/or shields (couldn't remember which one it was) and it causes damage to it'self, how about have the same thing happen to impulse and warp engines, where if they're damaged, and they go offline, you can over-ride the off-line, boost the power to keep them running, but run the risk of them blowing up (impulse engines with the afformentioned damaged plasma venting effect - warp engines causing the warp core to blow).

6.) new fleet/ship orders: rescue/tractor ship (tell a ship to resuce/tractor another ship, or to tractor you; order an opposing/neutral vessel to stand down and prepare to be boarded (the requested ship will automatically powerdown it's shields allowing you to board an away team, and also speading up the time to take over the ship or recover an item from a scripted mission; also the requested ship can have the choice to refuse - including neutral ships - and either flee or fight/cotinue fighting); order the fleet or ships to ignore your target - however they would still continue to attack other targets; order fleet/ship(s) to warp to a system / pursue a craft that had gone into warp; hold positon and fire (probably closest target or one specific target (this would be usefull in my fleet formation idea)), escort order (have a ship or flet of ships escort a specific target (and if target become difficult, the escorts can be creative in getting it to co-operate Wink ), guard order (kind of like escort, but the ordered ships are only there to protect the ship (kind of like the defend target order, but the ordered ships are in formation with the targeted ship, or yourself), order a ship or fleet to board a targeted craft.

7.)transporter mods: emergency beam-out (beam out the crew of a ship that's about to go boom), or order a ship to emergency beam-out the doomed ship, or even have a passig ship from your fleet to auto-matically beam you out if you're pretty much screwed).

8.) tractor mod: tractor into, through, and out of warp (so you can bring derelic ships back to your base - or a ship in your fleet can bring you to a drydock/starbase); drydock/starbase tractor system to bring in a disabled ship or you; a ship in your fleet can also automatically tractor you out of a situation if the before mentioned emergency transport idea doesn't seem do-able (possibly because of hot enemy activity would risk the ship comming to your aid getting severly damaged,), or if the ship is salvageable, but it could potentially be destroyed (maybe from falling into an atmosphere or there's a really fast incoming torpedo and the transporters won't have enough time to beam the crew/you out) or be captured; pan/tilt/rotate target in tractor beam.

9.) pursue target into warp command so you can chase after those cardies that tuck and run from you after they realise that there *** has been handed to them.

10.) expand shield mod: the all famous expand your shields around another ship to protect it technique (not only you can do this, but other ships, friendly/foe, can be able to do this as well, either by order or automatically if a ship friendly/neutral to them has lost shields but is very much operational - however, both ships have to stay very close to each other (this could also work with my guard order idea and tractor mod idea).

11.) is there already a ram-scoop intake mod out? I thought I saw it around BCF one time. maybe I was dreaming. anyways, if this mod doesn't exist yet, then heres an idea to make it - suck in volitale/explosive nebula gases and then vent them out and fire at them (basically the "Riker Maneuver" Rolling Eyes , but if you suck in too much, you run the risk of blowing up your ram-scoops, thus probably blowing you up as well).

12.) fire at volatile/explosive nebula gases.

13.) scripted system latitudes (basically, setup a scripted plane that basically dictates rightside up and upside down in a system, so that way we can have ships staying "up-right" like we see in the series and also alowing the player to maintain a sense of situational orientation. however, this does not restrict ships or the player from pitching upwards, diving, or going inverted if needed (for instance in doing a "split-s" to go after an incoming target that's passed by the ship, or doing a loop to engage a vessel on it's rear - this move would be ideal if it's quicker for the ship to pull up or dive if it doesn't turn well). this feature can also be disabled while ingame (probably a command in the helm menue... "Maintain System Orientatoin" command). also, another idea that would be handy in this would be to select the helm to automatically have the ship bank when you turn... when this feature is selected, your ship will automatically bank in a turn. also, your speed in combined with how much you hit the "A" or "D" key will dictate how much your ship will bank, and how tight your turns will be (0 to 1/4 impulse will probaby bank at 25 deg off the orientation plane, 1/4 impulse to 1/2 halm impulse will bank you at 50 deg off the orientation plane, 1/2 impulse to 3/4 impulse will probably bank the ship at 75 deg off the orientation plane, and 3/4 impulse to full impulse will bank you at 90 deg off the orientation plane).

14.) for the viewscreen (when on the bridge), when you have your screen set to forward view and you're going after a target, can we have a script to have the taget brackets stick out a little bit from the sides of the view screen when the target goes past the viewscreen / out of view? that way we know where the target is at when it's not in front of us so we can correctly maneuver our ships when we are on the bridge (for those of use who like to do that - it's particularly fun doing it on the defiant or saber Razz ).

that's it so far. Mr. Green


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Post Posted: 07-29-2008 10:13 PM Post subject:

A SCRIPT THAT CAN ANIMATE OVER 9000 LITTLE HITLERS!!!! IT'S OVER 9000!!!!!




























































































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Post Posted: 06-21-2009 01:36 AM Post subject:

was that necessary??


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