Author Topic: 14 scripting ideas  (Read 2663 times)

Offline serverandenforcer

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14 scripting ideas
« on: August 05, 2007, 02:35:49 AM »
O.K., I got 14 big ideas.... 

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  ), 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"  , 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  ).

that's it so far.

Offline serverandenforcer

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Re: 14 scripting ideas
« Reply #1 on: August 07, 2007, 07:20:49 PM »
Well, Nebula told me the other night that some of these ideas have already been done, and that others are actually in the process of being done.

Offline Erk

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Re: 14 scripting ideas
« Reply #2 on: August 08, 2007, 10:21:34 AM »
aw man, number 13 was what i was thinking about lately, probably from playing legacy. i would love that. in the show the ships ALWAYS are at the same angle. probably have universal deep space beacons that indicate up and down in space. im sure using planets north and south poles could play a role in that. i feel like that would make the game less hectic, cuz even in ds9, when large fleets came together, they were semi-organized. and im glad you mentioned banking as well. ive combined my arrow keys with the roll keys, but its just not the same. great suggestions!!

heres one tho, i kno it might not be as needed as the others, but i always felt that a big part of commanding a ship is managing the health of your crew. why not set up a medical section, and if your ship falls under a certain amount of ppl, your ship ceases to function correctly or at all. i think klingon academy had that, but im not sure. all i kno is in tos and tng there always saying "im not going to risk my crew" but in bc its more like... "wut crew?"

Offline Nighthawk

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Re: 14 scripting ideas
« Reply #3 on: August 08, 2007, 11:24:18 AM »
1- was to be done in KM1.0 (where have you been lately?). although I don't know if it was abandoned or what.....

2- a B1GA$$ memory eater

3- if controlled enough, could do

4- that would be possible. just adding glows to the current atmosphere and that's it.

5- USS Sovereing added the warp engine damage in his CWS 2.0 (that is in KM 1.0, IIRC)

6- hmmmm, that seems doable

7- that's scheduled to be done in Armada

8- AFAIK, Rob Archer thought that for New Frontier. correct me if I'm wrong

9- that's 70% done in the standard KM 0.9 scan window. you get the warp trails on the system

10- off my mod-scripting capabilities knowledge

11- AFAIK, no. ( remake of the plasmaFX mod?)

12- would be possible. what do you mean by nebula/gases?

13- USS Frontier is on it. or something like that.

14- off my knowledge

Offline serverandenforcer

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Re: 14 scripting ideas
« Reply #4 on: August 08, 2007, 12:00:34 PM »
Hey Nighthawk, to answer your question to the response that you had for my number 1 idea.... Iraq for 6 months.  I've been back since March, but really haven't been able to keep up to what's current news now in BC.  I just got KM1.0 a few days ago and never new that you could scan the system that you're in if a target had warped out and found where it warped to.  Nebula told me about that just shortly after I posted this at BCU (then he told me to post these ideas at BCC - and I forgot to edit that idea out). 

In regards to your response to number 2, it might not be a big memory eater if 1.) the player crashes into the planet, 2.) if he/she (are there any chics here in the BC world?) blows up from being in the atmosphere to long (should have added that as an addtional feature to that effect - that always seems to be something that the ships risked when they dive into the planet's atmoshpere in the series too), or 3.) the player pulls out of the atmosphere to avoid blowing up (this could be used as an interesting strategy tool as well in evading from an attacker - oh, bigger ship should mean easier to receive damage from being in the atmoshpere - more mass, more stress).

Offline Nighthawk

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Re: 14 scripting ideas
« Reply #5 on: August 08, 2007, 12:55:32 PM »
In regards to your response to number 2, it might not be a big memory eater if 1.) the player crashes into the planet, 2.) if he/she (are there any chics here in the BC world?) blows up from being in the atmosphere to long (should have added that as an addtional feature to that effect - that always seems to be something that the ships risked when they dive into the planet's atmoshpere in the series too), or 3.) the player pulls out of the atmosphere to avoid blowing up (this could be used as an interesting strategy tool as well in evading from an attacker - oh, bigger ship should mean easier to receive damage from being in the atmoshpere - more mass, more stress).
by memory eater I mean "big graphic load"
the plasmaFX mod already takes a good amount of memory to load, and if you multiply it for the amount of trails needed on a ship (10 to say less. 20/30 if you want detail) that is way too high a load.

Offline Rob Archer

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Re: 14 scripting ideas
« Reply #6 on: August 08, 2007, 04:33:44 PM »
The AI Tow Ship can be done using AI Set the AI on a ship to Tow the problem is you need to have the "Tow'er" and the "Tow'ee" Then reassign the AI to the "Tow'er"  Once its completed towing the ship "Resume Old Orders" So to Speak

Its possible Just finding th time to do it thats the problem

Offline Nighthawk

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Re: 14 scripting ideas
« Reply #7 on: August 08, 2007, 04:49:00 PM »
The AI Tow Ship can be done using AI Set the AI on a ship to Tow the problem is you need to have the "Tow'er" and the "Tow'ee" Then reassign the AI to the "Tow'er"  Once its completed towing the ship "Resume Old Orders" So to Speak

Its possible Just finding th time to do it thats the problem
punctuation.went.on.holydays,huh.?

I add something to the 10th item, we can't override shield bubbles. so while you can get the script to work, the gfx won't.

Offline serverandenforcer

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Re: 14 scripting ideas
« Reply #8 on: August 08, 2007, 07:18:59 PM »
Hey Nighthawk, in regards to plasma fx issue, I wasn't thinking about that large a number of trails.  Hoenstly, I was thinking of only one. Now the current atmospheric rentry script that is used, isn't it basically the same as a shield bubble?  Wouldn't a wide plasma trail connected to the front of that bubble would suffice?  Because with that bubble, I don't think it matters which end of your ship is the leading end going into the atmosphere.  Just make the current rentry bubble invisible.


Offline MLeo

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Re: 14 scripting ideas
« Reply #9 on: August 09, 2007, 05:42:45 AM »
The "rumble" effect has the same limitation (in fact, it has even more limitations, no per ship customizability) as shields, we can't change it.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline serverandenforcer

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Re: 14 scripting ideas
« Reply #10 on: August 09, 2007, 12:04:54 PM »
Really!?  So you can't even add an effect to it?  (I take it by rumble, you mean the rentry bubble).  Hm... give me some time, I might think of an idea.  Man I wish I knew how to work python scripts.  Then I'd be doing this on my own instead of asking people to do it for me.

Offline MLeo

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Re: 14 scripting ideas
« Reply #11 on: August 09, 2007, 01:32:30 PM »
Like I said, there is nothing in the scripts about the rentry bubble (as you call it).
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline USS Frontier

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Re: 14 scripting ideas
« Reply #12 on: August 15, 2007, 03:37:41 PM »
The 8th idea is already done, but not released.  In a new mod i'm making called Galaxy Charts, the travelling system of BC, mainly warping, will be completely overrided, allowing ships to drop out of warp, change destination/warp speed while warping, towing a ship thru warp, having a galaxy with all the systems placed at it. And all this part I mentioned is already done and working, the mod itself tho didn't reach beta testing yet.
And now i just remembered about somehting, i forgot to post a description of it here, i'll do it soon.

And no, i don't have anything to do with that 13th idea. It's only about orientation of a ship in a system. Tho BC already has something like it, if you script a little and know that ships have locations as a 3D point and orientation as well, you can already orient the ship like you want. Your problem is that no mod was done to make a button like you said, to put the ship in the correct "plane", or anything like it.

As for the rest, i pratically agree with Nighthawk on them all.
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