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          | dshash
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 Joined: 10 Mar 2004
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          | 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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          | bes12000
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 Joined: 05 Apr 2006
 Posts: 402
 Location: Texas
 
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          | 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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          | USS Sovereign
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 Age: 24
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 Location: Croatia
 
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  	  | 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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          | dshash
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 Posts: 97
 
 
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          | 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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          | dshash
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 Posts: 97
 
 
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          | 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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          | USS Sovereign
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          | 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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          | Defiant
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          | dshash
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          | 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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          | Defiant
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          | 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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          | _________________
 BC Modification Kobayashi Maru
 
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 Whenever you find that you are on the side of the majority, it is time to reform.
 -- Mark Twain
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          | dshash
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          | 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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          | dshash
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          | 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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          | Defiant
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  	  | 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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          | _________________
 BC Modification Kobayashi Maru
 
 --
 Whenever you find that you are on the side of the majority, it is time to reform.
 -- Mark Twain
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          | dshash
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 Posts: 97
 
 
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          | ok now bear with me...
are you saying somthing like adding
 
 
  	  | Code: |  	  | oWarpEffect = LibStarstreaks.WarpSetv2_Create(pShip, fWarpFactor) 
 pShip.SetWarpEffect(1)
 | 
 
 with  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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          | dshash
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          | 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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          | Defiant
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  	  | 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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          | _________________
 BC Modification Kobayashi Maru
 
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 Whenever you find that you are on the side of the majority, it is time to reform.
 -- Mark Twain
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          | USS Sovereign
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  	  | 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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          | dshash
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          | sorry for the confussion.
is very weak
 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
 
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          | USS Sovereign
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          | I'm kinda busy atm but I'll see what I can do if I find some free time.
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          | Defiant
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          | should be 3 lines.
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          | _________________
 BC Modification Kobayashi Maru
 
 --
 Whenever you find that you are on the side of the majority, it is time to reform.
 -- Mark Twain
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          | USS Sovereign
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          | 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  ) 
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          | dshash
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 Posts: 97
 
 
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          | 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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          | dshash
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          | 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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          | dshash
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          | 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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          | dshash
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 Posts: 97
 
 
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          | anyone know how to get the LibStarstreaks.py to work!
really stuck here guys.
 
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          | Defiant
 Free "as in Free Speech" Engineer
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          | 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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 BC Modification Kobayashi Maru
 
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 Whenever you find that you are on the side of the majority, it is time to reform.
 -- Mark Twain
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