Bridge Commander Central
BC Forums => BC Scripting => Topic started by: Mark on February 15, 2007, 07:28:31 AM
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its been a while since ive heard anything on this, i know there are some new features like moving parts.. so when will we see a version of FTECH on BCC?
Ive been at this game for long enough to understand that mods take a long time sometimes, but people arent going to start taking advantage of the features until theres an available download; Take LCs intrepid - its nearly ready, and i know the first comment thatll get put under the file is "why doesnt moving nacelles work?".
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so, if I understood you, you are asking for a new version of it? is it really necessary?
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so, if I understood you, you are asking for a new version of it? is it really necessary?
yes
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Question... Does the FTECH have to be tailored for different ships say for instance the BoP and a intrepid?
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so, if I understood you, you are asking for a new version of it? is it really necessary?
yes
yeah, I know it is. I didn't mean that.
I re-ask the question: is it needed to use the Intrepid he mention? I know FTech is buggy in some scripts, but, is it worth re-building it for a new ship?
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I've been meaning to get things started again.
First there was BP, then my intern, and now BP again. :P
The only thing remaining (so far) is getting the Tractor Beams fixed. The current version floating around the internet is a bit buggy, if I remember correctly.
And I doubt anyone means rebuilding it, just getting it fixed and released properly. You know, on BCFiles and such.
It is possible to change the intrepid/BoP plugin so that it will check and use one of the 2 ships (fixed model or animated model).
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nighthawk: ftech has never actually had a proper public release - just betas.
mleo: im just a bit concerned about the amount of n00bs asking how to get the animations working... if ftech was already released before the intrepid we could just list it as a recomendation.
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Well pretty much everyone will be getting to Intrepid - why not just bundle it, and make a separate release of just the FTECH files for 56kers or Anti-Voyager people?
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bcause ftech is far bigger then just animated nacelles - it is the new ATP and more
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Well the Intrpeid will not be able to warp without it (I'll be disabling the warp engines in the HP while the nacelles are down).
(Although I could always use the MVAM plugin I have to get around the problem.)
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Well the Intrpeid will not be able to warp without it (I'll be disabling the warp engines in the HP while the nacelles are down).
(Although I could always use the MVAM plugin I have to get around the problem.)
What about 2 versions, one for FTECH and one with out it or something.
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Well the Intrpeid will not be able to warp without it (I'll be disabling the warp engines in the HP while the nacelles are down).
Why?
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bcause ftech is far bigger then just animated nacelles - it is the new ATP and more
Really? Man, someone needs to get the word out about it. I like to think I'm pretty attentive to this community, but I'm still not entirely sure what FTECH *is*.
I know it has certain aspects of ATP (obviously including animations), and various other features... but what exactly they are is a bit up in the air...
*gets the latest beta and installs it*
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nighthawk: ftech has never actually had a proper public release - just betas.
mleo: im just a bit concerned about the amount of n00bs asking how to get the animations working... if ftech was already released before the intrepid we could just list it as a recomendation.
Can?t a sort of pdf documentation be released with it?
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FoundationTechnologies (including the betas) come with extensive documenation in various formats.
Ok, here is a quick rundown of FoundationTechnologies.
FoundationTechnologies is a Foundation based framework for non intrusive modular technology plugins for various aspects of BC. It also provides various tools and informations for technologies to use.
It isn't always on, and it's only triggered on ship creation and weapons fire (tractor beams will at one point) and then only if there is a ship using a technology needing the triggers (save for innaccurate phasers, which work for both player and AI and the ship creation trigger).
Also, if a ship is configured for a technology that isn't present, then it isn't used.
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Very informative, thank you :D
Sounds great.
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The important thing about Foundation Tech is not what it has, but that it has a clean way to implement additions you'd like to make. It makes a clean API for things triggered by firing, weapon hits, time, listeners, so forth. It wraps the BC API in ways that are dynamic and plugin-friendly and makes effort to be used only when it has to be.
In other words, I wrote another hub for future add-ons instead of a monolith. The fact that I included reimplementations of ATP features was simply proof of concept.
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The important thing about Foundation Tech is not what it has, but that it has a clean way to implement additions you'd like to make. It makes a clean API for things triggered by firing, weapon hits, time, listeners, so forth. It wraps the BC API in ways that are dynamic and plugin-friendly and makes effort to be used only when it has to be.
In other words, I wrote another hub for future add-ons instead of a monolith. The fact that I included reimplementations of ATP features was simply proof of concept.
Yup. And I still need to finish it.
Especially those d*mned tractor beams, which I want to give a continues effect....
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oh wow Dasher is still alive.
The important thing about Foundation Tech is not what it has, but that it has a clean way to implement additions you'd like to make. It makes a clean API for things triggered by firing, weapon hits, time, listeners, so forth. It wraps the BC API in ways that are dynamic and plugin-friendly and makes effort to be used only when it has to be.
It is not always the best idea to trigger a function with an action. In some cases a timer is much better.
We had this discussion (http://bc-central.net/forums/index.php/topic,990.0.html) a few weeks ago.
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Especially those d*mned tractor beams, which I want to give a continues effect....
Are you resurrecting that idea of ours from oh-so-long ago in the nitfix thread back in the 'U? Deadly! :D
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Are you resurrecting that idea of ours from oh-so-long ago in the nitfix thread back in the 'U? Deadly! :D
I'm not close to that. :(
I simply mean to get the tractor beam related techs to work.
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Just interested: What do you want to do and what does not work?
(I'm not saying that I'll help)
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Just interested: What do you want to do and what does not work?
(I'm not saying that I'll help)
I don't want to have it trigger on just on and off, but to have a more continues effect.
It's been a while since I tried, so maybe my skill has been honed enough in the mean time to pull it off.
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i have installed FTech, and tried the techs that came with it and i have some problems with em, can i ask for help here or is there some other topic for it..?
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i have installed FTech, and tried the techs that came with it and i have some problems with em, can i ask for help here or is there some other topic for it..?
I have no problems with that.
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well erm, i have installed the FTech framework and tried the techs that where included in the download. i tried them on my steamrunner class. the multivectral shielding dont work i think cos i still can see the seperate vectors taking different amounts of dmg. also the ablative armor dont work i think. i also tried to add some of the immunities but if i try to load the game i just get a black screen with the game cursor. regen shields and reflector shielding work perfecly.
this is the code i used:
#######################################################################################
# Custom Ship Plugin #
# Created by BC - Mod Packager #
# Date: 10/25/02 #
#######################################################################################
# #
import Foundation
import App
# #
#######################################################################################
# #
abbrev = 'Steamrunner'
iconName = 'Steamrunner'
longName = 'Steamrunner'
shipFile = 'Steamrunner'
menuGroup = 'Fed Ships'
playerMenuGroup = 'Fed Ships'
species = App.SPECIES_GALAXY
# #
#######################################################################################
# #
# Mod Info. Use this as an opportunity to describe your work in brief. This may #
# have use later on for updates and such. #
# #
credits = {
'modName': 'Steamrunner',
'author': '',
'version': '1.0',
'sources': [ 'http://' ],
'comments': ''
}
# #
#######################################################################################
# #
# This is the ShipDef that adds the Ship to the game... BC-Mod Packager has #
# automatically generated the proper ShipDef Line for you. #
# #
Foundation.ShipDef.Steamrunner = Foundation.FedShipDef(abbrev, species, { 'name': longName, 'iconName': iconName, 'shipFile': shipFile })
Foundation.ShipDef.Steamrunner.dTechs = {'Ablative Armour': 6000,}
Foundation.ShipDef.Steamrunner.dTechs = {'Multivectral Shields': 100,}
Foundation.ShipDef.Steamrunner.dTechs = {'Regenerative Shields': 10,}
Foundation.ShipDef.Steamrunner.dTechs = {'Reflector Shields': 75,}
Foundation.ShipDef.Steamrunner.dTechs = {'Disable Immunity': 'Power': 0, 'Sensor': 0, 'Shield': 0, 'Warp': 0, 'Impulse': 0, 'Phaser': 0, 'Torpedo': 0}
# #
#######################################################################################
# #
# Uncomment these if you have TGL
#Foundation.ShipDef.Steamrunner.hasTGLName = 1
#Foundation.ShipDef.Steamrunner.hasTGLDesc = 1
# Otherwise, uncomment this and type something in:
# Foundation.ShipDef.Steamrunner.desc = 'No Description Available'
# #
#######################################################################################
# #
# These register the ship with the QuickBattle menus. Don't touch them!!! #
# #
if menuGroup: Foundation.ShipDef.Steamrunner.RegisterQBShipMenu(menuGroup)
if playerMenuGroup: Foundation.ShipDef.Steamrunner.RegisterQBPlayerShipMenu(playerMenuGroup)
if Foundation.shipList._keyList.has_key(longName):
Foundation.ShipDef.__dict__[longName].friendlyDetails[2] = Foundation.shipList[longName].friendlyDetails[2]
Foundation.ShipDef.__dict__[longName].enemyDetails[2] = Foundation.shipList[longName].enemyDetails[2]
# #
#######################################################################################
did i do something wrong in adding the code..? thanks in advance for ur help..
[MLeo EDIT] Use the code tags when posting code.
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Yes, you have, you keep overwriting the dTechs attribute.
Here is the corrected section:
Foundation.ShipDef.Steamrunner.dTechs = {'Ablative Armour': 6000,
'Multivectral Shields': 100,
'Regenerative Shields': 10,
'Reflector Shields': 75,
'Disable Immunity': {
'Power': 0,
'Sensor': 0,
'Shield': 0,
'Warp': 0,
'Impulse': 0,
'Phaser': 0,
'Torpedo': 0
}
}
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thanks a lot mleo, i got them working now.. i have a very powerfull steamrunner now.. lol..
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thanks a lot mleo, i got them working now.. i have a very powerfull steamrunner now.. lol..
Yes, I noticed that. :P
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I also have a problem with ablative armour because it won't work with a showing status bar and just generally defending the substystem's and hull.
Unless I turn on a button wich is named plating on/off. But that isn't part of this mod is it. And even so only my hull is getting hurt then not the ablativ armour.
here is the plugin.
##### Created by:
##### Bridge Commander Ship Menu Creator
import App
import Foundation
abbrev = 'TiburonWZ'
iconName = 'TiburonWZ'
longName = 'Tiburon Class'
shipFile = 'TiburonWZ'
species = App.SPECIES_GALAXY
# SubMenu
menuGroup = 'Fed Ships'
playerMenuGroup = 'Fed Ships'
Foundation.ShipDef.TiburonWZHP = Foundation.FedShipDef(abbrev, species, { 'name': longName, 'iconName': iconName, 'shipFile': shipFile })
Foundation.ShipDef.TiburonWZHP.dTechs = {'Ablative Armour': 6000,}
Foundation.ShipDef.TiburonWZHP.fMaxWarp = 9.7 + 0.0 # 0.0 makes sure that the number is a decimal number
Foundation.ShipDef.TiburonWZHP.fCruiseWarp = 9.0 + 0.0 # 0.0 makes sure that the number is a decimal number
Foundation.ShipDef.TiburonWZHP.desc = ''
if menuGroup: Foundation.ShipDef.TiburonWZHP.RegisterQBShipMenu(menuGroup)
if playerMenuGroup: Foundation.ShipDef.TiburonWZHP.RegisterQBPlayerShipMenu(playerMenuGroup)
if Foundation.shipList._keyList.has_key(longName):
Foundation.ShipDef.__dict__[longName].friendlyDetails[2] = Foundation.shipList[longName].friendlyDetails[2]
Foundation.ShipDef.__dict__[longName].enemyDetails[2] = Foundation.shipList[longName].enemyDetails[2]
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I also have a problem with ablative armour because it won't work with a showing status bar and just generally defending the substystem's and hull.
Unless I turn on a button wich is named plating on/off. But that isn't part of this mod is it. And even so only my hull is getting hurt then not the ablativ armour.
It shouldn't matter if you have a dedicated subsystem or not.
The default name for it is: "Ablative Armour". But you can change that. ;)
I currently don't see anything wrong.
I'm afraid I currently can't make sense of the following:
And even so only my hull is getting hurt then not the ablativ armour.
Mostlikely me.
Feel free to put it in Dutch if you want. ;)
Btw, the AA in FTech isn't End Game AA. So no button for plating on/off.
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Nou als ik die knop op "on" zet , dan wordt alleen mijn hull property beschadigt. Geen Ablative Armour en geen subsystems. Maar ik dacht al dat die knop niks met FTech te maken had.
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Dat is zeker geen FTech AA.
Ik denk dat het een Polarized Hullplating script is.
Is de schip waar je een AA aan wilt toevoegen een schip dat al op BCFiles staat?
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it would be nice if someone could put a "translation:" (even if a loose one lol) at the end of the posts here so we all can read :P hehe
*ducks and runs*
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it would be nice if someone could put a "translation:" (even if a loose one lol) at the end of the posts here so we all can read :P hehe
*ducks and runs*
I'm not good at translating, it's either English, or Dutch. I'm still not sure why. :P
Maybe it's the reason why there are jobs called "translators".
But here is my go at translating:
Original:
Nou als ik die knop op "on" zet , dan wordt alleen mijn hull property beschadigt. Geen Ablative Armour en geen subsystems. Maar ik dacht al dat die knop niks met FTech te maken had.
Translation:
Well, if I turn the button to "on", then only the hull property is damaged. No Ablative Armour nor subsystems. But I already suspected that the button had nothing to do wiht FTech.
Original:
Dat is zeker geen FTech AA.
Ik denk dat het een Polarized Hullplating script is.
Is de schip waar je een AA aan wilt toevoegen een schip dat al op BCFiles staat?
Translation:
That most certainly isn't FTech AA.
I think it's a Polarized Hullplating script.
Is the ship you are trying to add AA to avaidable on BCFiles?
There you go, it should get the meaning across.
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Dat is zeker geen FTech AA.
Ik denk dat het een Polarized Hullplating script is.
Is de schip waar je een AA aan wilt toevoegen een schip dat al op BCFiles staat?
Well I'll continue in English then, the ship is availble at Demon Renegade Studios. It is the USS Tiburon.
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Perhaps it's simply better if I get a new release out. :P
I'll try to do it this evening, assuming I can get this report for school out of the way.
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Have you merged my changes from KM?
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Have you merged my changes from KM?
Still planning to.
:hide
I really need to get working on some stuff to get them done and move to other stuff. :(
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hehe. I really like this smiley.
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That ablative Armour button is from the Future Technologies Addition 2, by EdTheBorg. was released about 2 years ago - did some cool stuff with programmable pulses, and toggleable multi and single-fire phasers. If AA was switched on in it, all damage was dealt to the hull.
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That ablative Armour button is from the Future Technologies Addition 2, by EdTheBorg. was released about 2 years ago - did some cool stuff with programmable pulses, and toggleable multi and single-fire phasers. If AA was switched on in it, all damage was dealt to the hull.
Yep, great scripts, still use em regularly :D