Bridge Commander Central

BC Forums => BC Scripting => Topic started by: Mark McWire on March 05, 2018, 05:06:18 PM

Title: Expansion of Realistic Technology by glenflet
Post by: Mark McWire on March 05, 2018, 05:06:18 PM
My scripts for new TorpedoTechs:

See https://gist.github.com/MarkMcWire
Title: Re: Expansion of Realistic Technology by glenflet
Post by: Tethys on March 05, 2018, 06:20:06 PM
I have been experimenting with torpedoes that do just this. I have actually created some torpedo types that will knock subsystems offline, such as engines (I think I added this torpedo to the Steamrunner as a salute to ST Armada) and a weapons subsystem disabling torpedo for the Luna class science variant. So it is possible with some clever coding, such as when torpedo hits shields, writing the script to produce additional damage to subsystems.

See Phalantium.py and PhalantiumWave.py for some ideas :)
Title: Re: Expansion of Realistic Technology by glenflet
Post by: Mark McWire on March 05, 2018, 06:36:12 PM
I will using canonical information to create weapon effects. Like the links I posted, some particles or radiations are canonically associated to special effects.

 
Title: Re: Expansion of Realistic Technology by glenflet
Post by: Tethys on March 05, 2018, 07:02:02 PM
Can also be adapted to produce many unique effects, possibly even gravitational anomalies that last x amount of seconds and then dissipate. I am interested to see your finished products
Title: Re: Expansion of Realistic Technology by glenflet
Post by: KrrKs on March 06, 2018, 01:20:38 PM
A bunch of those already exist.
If you have KM, take a look into scripts/custom/Techs and scripts/ftb/tech.

A Poleron beam, i.e. a beamweapon that phases through shields does not exist yet.
Probably because it might be too tricky to implement properly. AFAIK you can't prevent shields from stopping beams. The phasing torpedoes circumvent this by creating a second torpedo at the impact point of the first and giving that clone the originals velocity.

For a beam weapon you'd probably need to create an (invisible) small ship (probe or similar), give that the original ships beam weapon (adjusted for damage drop of due to distance!), constantly reposition that ship along the shields, to the point of impact of the original beam. And then get that ship to shoot its weapon at the correct targetsubsystem  for as long as the original weapon fires.
The hardest part here is probably the positioning just inside the shield buble. And there were some unforeseen consequences to attaching invisible ships to objects from what I remember.
Title: Re: Expansion of Realistic Technology by glenflet
Post by: Mark McWire on March 07, 2018, 04:22:57 PM
Quote
If you have KM, take a look into scripts/custom/Techs and scripts/ftb/tech.
I know. I've already used some of its code for my own Mods. But I do not use the FoundationTech and removed them from my scripts. I use a simple autoload-script which redirects the Hit-Event.

The "Polaron beams" are no beams at all. In the DS9-episode "The Jem'Hadar" fired the attackers pulse weapons to the runabouts and the Odyssey. So its better to use pulse weapons with polaron attributes.
Title: Re: Expansion of Realistic Technology by glenflet
Post by: KrrKs on March 08, 2018, 03:02:04 PM
I'm pretty sure the dominion used beam weapons during 'The Search' and 'The Die is Cast' that bypassed shields...
Title: Re: Expansion of Realistic Technology by glenflet
Post by: Mark McWire on March 08, 2018, 07:37:25 PM
I'm pretty sure the dominion used beam weapons during 'The Search' and 'The Die is Cast' that bypassed shields...

Maybe yes, but you cannot implement this in the game. So its a good compromise to use pulse weapon projectiles instead.
Title: Re: Expansion of Realistic Technology by glenflet
Post by: Defiant on March 17, 2018, 04:10:41 AM
Just a bad workaround: You could weaken the shield hardpoint for the time of the weapon hit and restore the strength after.
Title: I) AntigravitonCharge (Shield / Warp disruptor)
Post by: Mark McWire on March 19, 2018, 03:03:05 PM
<script src="https://gist.github.com/MarkMcWire/95e6a3790a83d45657d50641e0105431.js"></script>
Title: II) GravitonCharge
Post by: Mark McWire on March 20, 2018, 07:56:29 AM
<script src="https://gist.github.com/MarkMcWire/a4a4c1694e0f895fcb98a1fdfc6568cf.js"></script>
Title: III) TachyonCharge (Shield / Warp disabler)
Post by: Mark McWire on March 20, 2018, 05:57:13 PM
<script src="https://gist.github.com/MarkMcWire/de7ed7f8ecd71fbcbd1edd1387817c9f.js"></script>
Title: IV) Anyon Charge (Cloak disruptor)
Post by: Mark McWire on March 21, 2018, 05:17:00 AM
<script src="https://gist.github.com/MarkMcWire/6422d59fd9fea57ddf34be8ea1d234c5.js"></script>
Title: V) Magneton Charge (Sensor disabler)
Post by: Mark McWire on March 21, 2018, 11:05:36 AM
<script src="https://gist.github.com/MarkMcWire/fc8b90981bec16024c2d78991d510583.js"></script>
Title: Re: Expansion of Realistic Technology by glenflet
Post by: Defiant on March 21, 2018, 12:36:53 PM
I wonder what these posts are here for.
Title: Re: Expansion of Realistic Technology by glenflet
Post by: Tethys on March 21, 2018, 12:50:12 PM
I wonder what these posts are here for.

I have some ideas :)
Title: Re: Expansion of Realistic Technology by glenflet
Post by: CMDR CHESS on March 21, 2018, 12:52:06 PM

Are these the Full Scripts of your Modded Weapons, like paste them into notepad and apply them?
Title: Re: Expansion of Realistic Technology by glenflet
Post by: Tethys on March 21, 2018, 01:02:31 PM
Are these the Full Scripts of your Modded Weapons, like paste them into notepad and apply them?

I think you would need to do some directory renaming and folder moving to be able to use these scripts, but they look like full projectile scripts to me
Title: Re: Expansion of Realistic Technology by glenflet
Post by: Defiant on March 21, 2018, 01:11:58 PM
..but a forum is not a version control system for software
Title: Re: Expansion of Realistic Technology by glenflet
Post by: Mark McWire on March 21, 2018, 01:47:08 PM
..but a forum is not a version control system for software

It is the easiest way for me to publish it.

My scripts are free to use in any mods. But you need some Libraries, that these script are work.

I'll do about 12 or 15 different ones like this. Depending on how many names I find on Memory Alpha for it.  :wink:
I love Technobabble.  :D :vb_how:
Title: Re: Expansion of Realistic Technology by glenflet
Post by: Mark McWire on March 21, 2018, 02:13:05 PM
I think you would need to do some directory renaming and folder moving to be able to use these scripts, but they look like full projectile scripts to me

Yes. The scripts themselves are fully functional. They consist in principle of 5 parts. The method "Load" is to initialize the script. There, the WeaponHit event from the App is bound to the WeaponHit method. The WeaponHit method calls the HandleWeaponHit method. In principle, a really unnecessary chaining, but so I have copied it from the original script. The HandleWeaponHit method checks whether the event is a hull hit or a shield hit and calls the HullHit or ShieldHit methods accordingly. This then defines the behavior of the script, while still undergoing several comparisons.

The real core of the script is that I determine which projectile (torpedo or pulse weapon) triggered the hit event. Then I load its script and check if there is a specific method in the projectile script. If so, I read the return value. Then I create a sequence that performs certain actions. The possible actions I take either the MissionLib, the ShipScriptAction script or one of my own libraries.

Possible actions include: Damaging a subsystem, disabling a subsystem, uncloaking a spaceship, disabling the shields, etc.
Title: VI) Tetryon Charge (Weapon / Tractor system disabler)
Post by: Mark McWire on March 21, 2018, 02:46:01 PM
<script src="https://gist.github.com/MarkMcWire/a6c0e1f77e52b49395e06826b888964e.js"></script>
Title: Re: Expansion of Realistic Technology by glenflet
Post by: CMDR CHESS on March 21, 2018, 08:51:53 PM
YOU Got cookied ....
Title: VII) Verteron Charge (Engine / Shield disruptor)
Post by: Mark McWire on March 22, 2018, 09:20:29 AM
<script src="https://gist.github.com/MarkMcWire/a6ba2fcce406f65e40d0d05a96284b50.js"></script>
Title: Re: Expansion of Realistic Technology by glenflet
Post by: Mario on March 23, 2018, 04:18:02 PM
I strongly recommend that you use github to share and maintain your code.
Title: Re: Expansion of Realistic Technology by glenflet
Post by: CMDR CHESS on March 23, 2018, 04:23:05 PM
I was really wondering about that, I didn't want to just paste into the comment box the entire script. But, how?
Title: Re: Expansion of Realistic Technology by glenflet
Post by: Mark McWire on March 24, 2018, 04:16:11 AM
I strongly recommend that you use github to share and maintain your code.

This is just a preview, I'll post the whole package for download when it's done.
Title: VIII) Energy Dissipator (Breen Damper Weapon) / IX) Ionic Charge (Ion Cannon)
Post by: Mark McWire on April 02, 2018, 11:09:44 PM
<script src="https://gist.github.com/MarkMcWire/d7b2ddad4b26f33e4cb04b5619eaac88.js"></script>

<script src="https://gist.github.com/MarkMcWire/cf055e207b29d00641633ea7a7565c5d.js"></script>
Title: Re: Expansion of Realistic Technology by glenflet
Post by: Mario on April 03, 2018, 07:20:20 PM
HTML tags are not allowed here, this forum uses BB code.

Also, never in any environment will it be allowed to directly embed scripts using script tags. Input will always be sanitized due to obvious security concerns in systems.
Title: Re: Expansion of Realistic Technology by glenflet
Post by: Mark McWire on April 03, 2018, 09:24:12 PM
HTML tags are not allowed here, this forum uses BB code.

Also, never in any environment will it be allowed to directly embed scripts using script tags. Input will always be sanitized due to obvious security concerns in systems.

I simply used the given links from Github via Copy & Paste.
Title: X) Positronic Charge
Post by: Mark McWire on April 05, 2018, 08:41:04 PM
https://gist.github.com/MarkMcWire/5045cce54cd27eb4b1211457a193181e