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Richard

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Posts: 127
Reply with quote  #1 
Hi,

Is this property a way to know the engineering level of that subsystem? Does it work for jump ships? What are the acceptable values?

And do all other "systemCurEnergy...." work the same way? For instance I wish I could trigger a event only if the sensor level is higher than 200%.

Thanks
Richard

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Posts: 127
Reply with quote  #2 
Hi again,

I made a simple test (yes, I should have made it before asking!) and I found that systemCurEnergyWarp=1.0 means the warp engineering slider at maximum

And yes, it works for jump and warp drives!

And yes yes, 1.0 is the maximum value for all other similar properties.

This is very nice tool for scripting!
Mike Substelny

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Posts: 2,402
Reply with quote  #3 
Finally mission scripts have a way of detecting what the Engineer is doing. You can also tell the coolant and heat levels. Best of all, I'm writing a script that changes the heat levels!

A mission script can burn up a ship very quickly. If I add 0.01 heat per cycle to any system that system will overheat in about 30 seconds.

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HaydenBarca

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Posts: 196
Reply with quote  #4 
This isn't working the way I expect it to.  If I want to detect if the Engineering slider for a given system is at an exact level (say 180%), it seems like I should be able to check if systemCurEnergyWhatever is 0.60 since 0.60 * 300% is 180%.  But that's not how it's working.  Am I missing something?  It works when I set the value to zero, but not something higher.
HaydenBarca

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Posts: 196
Reply with quote  #5 
So, I made it a range (e.g. >0.58 and <0.62) and it worked.  It must be slightly off in the internal calculations.
Xavier Wise

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Posts: 1,139
Reply with quote  #6 
The property is how I was able to script the 'silent running' more for the TSN Sandbox. Basically, the script checks several conditions for the energy level settings that the engineer has on various systems. If they are all below a certain value, then it triggers the 'silent running' message and informs the GM. After that, each level is checked independently, and if one is greater than a certain value, then it triggers the 'off switch', again informing the GM.
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HaydenBarca

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Posts: 196
Reply with quote  #7 
Xavier, I saw that when I was reviewing the sandbox script.  Just curious, is the effect of the silent running manually administered by the GM, or is there an automatic change to the brain stacks of enemies to ignore the ships?
Xavier Wise

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Posts: 1,139
Reply with quote  #8 
It is manual. On the GM screen, there is a button that appears that acts to inform the GM of the players' status. The GM can then change the AI of enemy fleets and direct them so that they aren't hunting players. It is more of a tool to drive the story telling, rather than having it cause an actual change in the AI code.

You could tie it in to AI code though if you are writing a script. The reason it doesn't affect enemies in the sandbox is because you can spawn enemies whenever you want. In a script though, you will probably have set enemies that are spawned, so you can alter their AI just by tracking which ships are in/ not in silent running and switching it.

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Fleet Captain Xavier Wise - TSN Sabre
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