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offtopic question about research script
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| mrWHO |
Posted on 02-04-2006 09:51
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Posts: 485 Joined: September 02 2005 |
I need it for FSNA mod. The question is: does it is possible to make a ship research able withouth adding a research (or other module with research albity) module to it ?? Something like this: you build or warp in the research ship (but without any modules, subsystems) so you can begin research. |
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| Thorin |
Posted on 02-04-2006 10:01
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Posts: 414 Joined: September 02 2005 |
On principle alone, I can tell you that, yes, it's possible. I'm supposed to be asleep by now, so I'm not going to go lookign through the scripts, but you can do anything to a subsystem that you can do to a ship. Heck, we even have a few ships we turned into subsystems. I might come back here and give a little more detail on it...but yes, it's possible. If you want to do this part (it shouldn't be hard), just open up the research module and isolate the code that does its effecting -- should be near the bottom. That should be the research unlocking code. I believe that I put my effectors under the weapons area on a ship file, but you might want to put it above, where building code goes. I don't know. But, as long as you're close, it shouldn't be too big a deal. *yawn* Peace out. |
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| Sun Tzu |
Posted on 02-04-2006 11:37
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Posts: 528 Joined: September 08 2005 |
A simpler way would be to have the research ship built by default with an indestructible research module and prevent the module from being built by other ships. The AI script checks the existence of a research module before researching; so you would have to modify it as well if you do research without any modules. |
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| Homdax |
Posted on 02-04-2006 11:49
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Posts: 762 Joined: August 30 2005 |
I think we (I) should upgrade Technical Support Forum in to: Support Forum -Installation Subforum -Gameplay SubForum -Scripting Subforum Any ideas on alternatives or complementary names on "Scripting"? Anyone against this? Please note that only 1 level of subforums is possible. I can not create subs on subs. Unless objections I will implement this, with thread overhaul, wednesday GMT. Edited by Homdax on 02-04-2006 11:50 king-o'da'bigfile
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| mrWHO |
Posted on 02-04-2006 15:03
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Posts: 485 Joined: September 02 2005 |
Quote If you want to do this part (it shouldn't be hard), just open up the research module and isolate the code that does its effecting -- should be near the bottom. You mean this ?? : loadShipPatchList(NewSubSystemType, "data:sound/sfx/ship/Hiigaran/Subsystems/", 1, "HASubsystemResearchAmb") |
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| Sun Tzu |
Posted on 02-04-2006 15:40
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Posts: 528 Joined: September 08 2005 |
I don't want to sound disheartening, but here is an abstract from a research script: Code Download source {Again you have the desired result by building a research ship with a research module on it by default (or even in it if it is not to be seen). Edited by Sun Tzu on 02-04-2006 15:41 |
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| Thorin |
Posted on 02-04-2006 16:51
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Posts: 414 Joined: September 02 2005 |
Yeah, looks like I was wrong. Indestructable, non-buildable subsystems looks like the way to go. |
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| mrWHO |
Posted on 02-04-2006 18:10
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Posts: 485 Joined: September 02 2005 |
What if I simply do this: Code Download source RequiredSubSystems ="", Would Thorin idea work now ?? |
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| Sun Tzu |
Posted on 02-04-2006 18:24
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Posts: 528 Joined: September 08 2005 |
Then you wouldn't need a research ship at all. |
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| TelQuessir |
Posted on 03-04-2006 00:06
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Posts: 2598 Joined: August 30 2005 |
"Yeah, looks like I was wrong. Indestructable, non-buildable subsystems looks like the way to go." Right answer. |
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| mrWHO |
Posted on 03-04-2006 15:55
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Posts: 485 Joined: September 02 2005 |
Shame, this means that I have to remind myself how to HardEd. Anyway thx for help (even if you didn't help at all ). |
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| TelQuessir |
Posted on 04-04-2006 13:06
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Posts: 2598 Joined: August 30 2005 |
You can put those research requirement subsystems at coordinate 0,0,0 using the tiniest subsystem model you have. I for instance used a torpedo for the destroyable sensors on small ships. |
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