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BC Forums => BC Scripting => Topic started by: Nx-809 on January 05, 2008, 11:44:04 AM

Title: The Motion Picture Blinking Light
Post by: Nx-809 on January 05, 2008, 11:44:04 AM
Hi All!! I would want to change the duration of the navigation lights??... because in the saucer section the lights red, green, white have a different time from the nacelle,bridge or secondary hull!
Title: Re: The Motion Picture Blinking Light
Post by: MLeo on January 05, 2008, 11:52:08 AM
I'm afraid it appears that this is not possible at this moment.
Title: Re: The Motion Picture Blinking Light
Post by: LJ on January 05, 2008, 11:56:08 AM
Not without editing NanoFX anyway lol.
Title: Re: The Motion Picture Blinking Light
Post by: Nx-809 on January 05, 2008, 03:25:58 PM
yes I have already tried myself previously with modifying BlinkFX.py in the string

                 if self.Node.IsHidden():
                    self.Node.SetHidden(FALSE)
                    self.RemoveClock("Swap")
                    self.AddClock("Swap", 0.6)
                 else:
                    self.Node.SetHidden(TRUE)
                    self.RemoveClock("Swap")
                    self.AddClock("Swap", 0.7)

but all light are modified with the same time!
However Thank's :D
Title: Re: The Motion Picture Blinking Light
Post by: Picard_1 on February 07, 2008, 02:00:07 AM
I believe you need to use the Model Property Editor to edit duration times for the blinking lights.
Title: Re: The Motion Picture Blinking Light
Post by: MLeo on February 07, 2008, 12:15:27 PM
I believe you need to use the Model Property Editor to edit duration times for the blinking lights.
I hate quoting myself...
I'm afraid it appears that this is not possible at this moment.
I'll quote LJ as well, since he agrees with me:
Not without editing NanoFX anyway lol.
Title: Re: The Motion Picture Blinking Light
Post by: Nx-809 on February 07, 2008, 12:50:45 PM
No! With MPE it does not work! It would have to modify some blocks in the script in order to activate the function period in MPE!
 
 
Title: Re: The Motion Picture Blinking Light
Post by: MLeo on February 07, 2008, 01:10:35 PM
No! With MPE it does not work! It would have to modify some blocks in the script in order to activate the function period in MPE!
Actually, you have to mostly rewrite BlinkerFX to make this work.
Title: Re: The Motion Picture Blinking Light
Post by: Bones on February 07, 2008, 01:22:17 PM
yeah this is one of those things that need some update after all these years, tho current blinkers are far better than those in legacy (IMO) they still blink at the same time, would be cool if they weren't so much synchronized.
Title: Re: The Motion Picture Blinking Light
Post by: NanoByte on February 07, 2008, 02:03:21 PM
Sorry Guys I never got around to making Blinkers more dynamic...... I even had plans to have a start time offset so that you could do running lights on Starbases, etc.

The last thing I remember working on in terms of blinkers was getting them to respawn properly after warping, but I never did finish.

It's been so long since I've looked at python too....... ahhhh memories......
Title: Re: The Motion Picture Blinking Light
Post by: Nx-809 on February 07, 2008, 02:30:17 PM
From a small touch of originality to the models! like as an example the lights of navigation for the NX-01 or the NCC-1701 refit!
Title: Re: The Motion Picture Blinking Light
Post by: MLeo on February 07, 2008, 03:40:40 PM
Sorry Guys I never got around to making Blinkers more dynamic...... I even had plans to have a start time offset so that you could do running lights on Starbases, etc.
I might do something about it in the near future. Considering Excalibur won't run on BC.

Quote
The last thing I remember working on in terms of blinkers was getting them to respawn properly after warping, but I never did finish.
One of my major headaches, both as a scripter and as Technical Support moderator.
I simply started naming it the "Inverted Blinker" problem.
I suspect the main reason is that blinkers aren't put into a set.
Title: Re: The Motion Picture Blinking Light
Post by: NanoByte on February 07, 2008, 10:43:27 PM
No the problem is, BC loses it's rendering order....... Rendering the Attached object with Blinkers on it FIRST, then the model over top..... thus you can only see blinkers at certain angles along the edge.

My solution was to destroy the entire ship object then reload the ship and reload the blinkers again.

I even had routines to STORE the visible damage in a Data Dictionary and reapply any subsystem damage once the model was reloaded.  All worked great visibly too....... perfect...... the final hurdle was.............. the AI got lost somewhere....... so Ships would just sit there and do nothing, and it produced an unstable issue in Missions because the actual object IDs were lost so any time the mission referenced an object by ID, chances are something would go horribly wrong.

I was very close though.  And if I remember right...... that was pretty much the last frustration I could handle with BC and I quit working on it.... lol   

It's funny no one ever asked me when or why I stopped working on BC... now you guys know!
Title: Re: The Motion Picture Blinking Light
Post by: MLeo on February 08, 2008, 06:40:17 AM
While the rest of the time it blocks out the screen (on some computers, but in a consistent fashion, so if you will get that all the time, or they won't be visible at all angles).
Title: Re: The Motion Picture Blinking Light
Post by: Bren on February 23, 2008, 09:22:18 AM
As I recall we all politely asked you why and (politely) begged you to stay... but then again, my memory is less than reliable.