Bridge Commander Central
BC Forums => BC Scripting => Topic started by: MLeo on July 26, 2006, 11:32:27 AM
-
Second script of today, I'm on a roll!
Also ATP related, this time a Foundation Technologies technology, this scans the ships hardpoint (and other usual suspects) in a similar way ATP (3) does and adds certain technologies (that are currently avaidable and that are in ATP) to your ship.
This means that your ATP compatible ship can be easiliy converted to a FoundationTech ship!
There are some things to do yet, such as tractor beams (that's not even done in the framework), and maybe the torp only corbonite deflector (is easy enough to make, maybe with the next release of FoundationTech).
And projectiles aren't even looked at yet.:P
With the current version you need to add it to the dTechs line.
For example (this being Elminster/Blackrooks Defiant V2.0):
Foundation.ShipDef.DCMPDefiant.dTechs = {"ATP Technologies Scanner": 1}
You can just copy it, just make sure to replace the DCMPDefiant with the correct version for your ship.
You don't even need to have ATP installed!
This is an alpha version, so please comment on what you would like to see in future releases and things that you have noticed.
Technologies currently included:
- Multivectral shielding (requires affiliation number)
- Immunity to Drainer Weapon (requires affiliation number)
- Ablative Armour (automatic, just requires a hull subsystem called "Ablative Armour")
- Phase Cloak (automatic, just requires a cloaking subsystem called "Phase Cloak")
- Corbonite Deflector (requires affiliation number, you can use the same numbers as with ATP (1 to 3) but there currently is only a full deflector for both torpedoes and disruptors)[/list:u]
As you can see, if your ship is configured for ATP technologies, and you add that line, then your ship will have those technologies in Foundation Tech format!
Also, I might make a mod that will scan your ship and add any technologies it might have by itself. It will be mutator activated.
-
Good stuff Mleo, means I don't have to convert everything straight away and can just add this to the Ship Plugin (I think thats the file you mean)
Have you thought about integrating stuff from mods like New Technologies 2, so that its all in one mod?
-
Good stuff Mleo, means I don't have to convert everything straight away and can just add this to the Ship Plugin (I think thats the file you mean)
That is the file I meant.
Have you thought about integrating stuff from mods like New Technologies 2, so that its all in one mod?
I'd like to complete FoundationTechnologies first, then convert all the ATP technologies.
The main thing to finnish is the tractorbeam side of things, that's very unstable.
And I may have to redo the phaser system as well.
And then we'll see what's going to be.
-
What about those people (like me) who still use ATP 3 will this help the bugs in any way for ATP 3 ?
-
This is more for the people who don't have ATP (1, 2 or 3)..
-
Interesting , good to have it set up to use the stuff from the atp mod , thanks.
-
When I last worked with Foundation Tech, I was seriously considering the use of tweaked phasers to fake tractor beams. The problem, of course, is that this is not viable for use in multiplayer.
In fact, while there were all kinds of technologies I could implement in single player with Foundation Tech, I really had to kludge them in multiplayer. Weapons that disabled subsystems became difficult to implement cleanly. ATP got that part right in a hard-coded fashion, so getting the best of both worlds is a cool thing.
But, maybe the problem was that we were going about multiplayer the wrong way.
-
This "tech" doesn't actually adapt ATP as such, it just looks at ships in a similar fashion and tries to add the closest FTech tech.
-
censored