Bridge Commander Central
BC Forums => BC Scripting => Topic started by: JB2005 on January 03, 2013, 03:05:04 PM
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I've got a few things that I'm working on at the minute, little scripts and I don't want to spam up the forum with them, so I'm co-opting this thread as my general "WIP thread!"
Right now, the Scripts I'm working on include (as of 23/1/2013):
- Enterprise Era -
- "Tactical Alert" Complete - Awaiting Release
- Ship/Station Placements - Ongoing
- Canon Systems - Ongoing
- QuickBattle Hailing (I've been working on this for a while and it will hopefully incorporate the Subspace Buoys deployer, but for now it's something I'm going to keep quiet about!)
- The next release of the Per Bridge Uniform Mod - Real Life got in the way of this one (Essays and Exams) but I'm hoping to return to it soon!
- Rebuild Systems - This one may not come to anything, but I've been playing around with the same concept which RobArcher explored for his New Frontier Mod (though mine is a lot more basic in its scope!)
- GUI - Ongoing
- Rebuild Systems Scripting - Complete (Pending Component Integration)
- Workbees - Ongoing
- Components - Ongoing
- Replicator - Ongoing
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Trading System
- Ferengi Bartering - Concept
- Cargo Shuttles - Concept
- Trading Systems - Concept
- Warp Core Breach - A random event that occurs during Quickbattle (every second there is a 1 in 1800 chance of a breach occuring which means statistically speaking it should occur every half hour or so!) and can be mitigated by venting plasma or ejecting the warp core! Complete - Awaiting Release
- Activate ECH (Updated Release) - Ongoing
This list isn't exhaustive and will likely be added to...the only unfortunate caveat I have to add is that it may well be abandoned at any time (regrettably, Real Life has a habit of getting in the way!)
Was messing about earlier and adapted part of the Core Eject mod (put my own little twist on it) to launch the Subspace Buoys Hobbs designed!
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how cool!! :D
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:eek
thats so cool dude!
now id love to have that mod for my science officer :)
and i may have to do a new subspace amplifier (hmmm slipstream amplifier?)
great dude (and thank you for using my mod makes me :dance)
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Slipstream Amplifier sounds like a cool idea - in certain systems, Slipstream can't be used unless the Science Officer deploys an Amplifier?
Messed about with this a little more - adding some functionality to the idea of a Subspace Amplifier - right now, if you launch a Buoy and target it, you get the option of creating an "uplink" if you maintain the sensor lock until the uplink is established, the range of the subspace radio is extended to 500 lightyears (my intention is to add functionality for hailing various characters and locations!)
Also, the uplink is only maintained as long as you stay in range of the buoy, if you leave the system, the uplink is automatically severed!
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that is brilliant!
hmm in my install i have an enhanced warp using the travel methods script system, i have made it so you need a high sensor range, by using the idea you have developed that would allow many more ships to at least attempt the enhanced speed.
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I've never actually looked at the Travel Methods scripts *notes a thought away for future reference!*
I've got a few things that I'm working on at the minute, little scripts and I don't want to spam up the forum with them, so I'm co-opting this thread as my general "WIP thread!"
Right now, the Scripts I'm working on include (but are not limited to):
- Enterprise Era - "Tactical Alert"
- QuickBattle Hailing (I've been working on this for a while and it will hopefully incorporate the Subspace Buoys deployer, but for now it's something I'm going to keep quiet about!)
- The next release of the Per Bridge Uniform Mod - Real Life got in the way of this one (Essays and Exams) but I'm hoping to return to it soon!
- Rebuild Systems - This one may not come to anything, but I've been playing around with the same concept which RobArcher explored for his New Frontier Mod (though mine is a lot more basic in its scope!)
- Warp Core Functions - Adapting Sneaker98's Eject Core mod to have a little more functionality and also adding in a bonus, which I will expand on later!
This list isn't exhaustive and will likely be added to...the only unfortunate caveat I have to add is that it may well be abandoned at any time (regrettably, Real Life has a habit of getting in the way!)
Hopefully I'll be able to release some preview videos soon though!
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First preview!
This is the "Tactical Alert" Mod - basically what it does is, if you play as an Enterprise Era Starfleet ship (Right now it's just the Intrepid NV-01) it overrides the Standard Green, Yellow and Red Alert modes, and replaces it with Tactical Alert and not Tactical Alert, renaming Saffi's Buttons, getting rid of the Yellow Alert Button and changing the settings so that if you try to use the Yellow Alert Key Binding it just automatically starts Tactical Alert!
What this video doesn't show is that it also copies the show, by disabling the Weapons unless you are at Tactical Alert!
It's a bit of fluff really, doesn't add much to the game, just adds a touch of realism! There's a few things that I want to do to this before I release it, sound settings and so on!
EDIT:
This is a list of the ships/ship packs which are currently affected by this mod! If anyone would like me to include any others, please post here and I'll add them!
IntrepidNV01v2
NXFearless450m
EntChallengerPack
NXShuttle
NXInspectionPod
NXPack (Ignis, LC Amaral, Darkthorne)
Scott's J-Class Cargo Ship
SS Conestoga
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cool stuff JB2005
how about adding this one to the list
http://bridgecommander.filefront.com/file/NX_pack_;116298
its NX Pack(4.0) by Baz1701- Starfleet R-D
its the NX refit which gives it a secondary hull
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This is the latest thing I've been working on! Although in the video it looks like you have to press a button to start the process, you don't! that's just there so I can test it all (and make videos to show off with!)
Basically, the way the mod works is that when you start QuickBattle, my Core Breach mod starts rolling a set of dice and every second there's a 1 in 200 chance that the Warp Core will start breaching, giving you a 10 second countdown to eject the core and stop the breach! (Though if you eject the core for any other reason, the dice stop rolling, can't breach the warp core if there's no warp core!)
The 1 in 200 odds aren't fixed though, they're tied into that state of your Warp Core in general - so say your Warp Core is at 33% integrity, your odds shorten to 1 in 66 that the core will breach!
I intend to tie in the Vent Warp Plasma mod as well - if you vent the plasma another set of dice role and either you get extra time to eject the core, or that manages to stop the breach! Again it'll be tied into the state of your Warp Core!
What that video also shows off is another script I wrote that turns off the ship's lights if your Warp Core falls beneath a certain power level (20% if memory serves!) and since when the core is ejected, the level goes to 0...the lights go off!
I've also added the NX Pack ship to the list in Tactical Alert! I love that Enterprise design! (This is off topic, but if anyone read the second "Romulan Wars" book - that's what Enterprise looked like in my head during the final battle!)
UPDATE:
Followed Mario's advice from a different thread (about a different thing!) and wrote a script which intercepts the Vent Plasma Mod, so when you vent plasma, if there's a core breach in progress, it does one of two things!
Further Update:
No video this time! Added in a few other things - the core breach automatically causes a red alert, shuts off the music and the computer voice informs you of your impending doom!
In addition, added in another random chance for the core itself (if it is ejected) there is a 50/50 chance that you will be able to salvage it or that it will explode (if it explodes then the result is crippling - my testbed ship is the Stock Galaxy and the explosion leaves it dead in space!)
I think I've taken this mod to its logical conclusion so I'm going to slap a "done" sticker on it for now (there are a few other things which in the fullness of time I'd like to do to it, but for now I'm satisfied!)
My next step will probably be to move onto the "Rebuild Destroyed Systems" Script - which I have one or two ideas for!
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The last post was feeling a little crowded, so I'm going to start a new one here! (Plus I'm kicking off a new script, so I think this will help break things up!
I've been experimenting with my own version of Rebuild Destroyed Systems and initially I hit a brick wall! However just as I was going to bed (it's 3.23 local time!) I had a brainwave and had to give it a try! So far I've written a short script which looks through all the phaser banks, finds out how many have been destroyed and rebuilds them (30 seconds per phaser bank!)
This probably doesn't sound very impressive - because it isn't! However my plan is to have a system of replicated parts (replication uses main/battery power) which are stored in "Cargo Bays" (the size of the ship will affect the storage space!) and which are expended when systems are rebuilt!
Unfortunately, one of the limitations of the system as it currently stands is that it is an all or nothing proposal - you can't rebuild (for example) only Ventral Phaser 7 if 5+6 are also destroyed. However I have an idea which may deal with this issue! However it's now 3.30am local time and I have to be up in the morning to revise for a Law exam, so that idea will have to wait!
Hopefully I'll be uploading a Youtube video either today or tomorrow to demonstrate the Rebuild Destroyed Systems Mod!
What I haven't mentioned, which I probably should, is my intention to release these mods collectively (a'la BCS: The Beginning - though considerably less awesome!) Do people think this is alright? Or would it be preferable to release them piecemeal?
The reason I intend to release them together is that (though they are fundamentally seperate in terms of scripts) they interlink in various ways - Core Breach and Rebuild Destroyed Systems are probably the best examples of this - if the Core Breaches, you're likely going to need to rebuild a lot of your systems!
Well this post was a lot longer than I intended! tl;dr - progress continues!
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release as a pack seems fine especially considering what you intend with the mods interlinking.
awesomeness... cant wait
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Rebuilding is good, but suggestion ADD it to only one style Workbee, and by doing that the Ship must carry that paticular WB , in their launch bay,
Example StarFleets Workbees , type 2, I carry on all my exploration vessels [those NOT inside Federation space, and go on long trips] [[just an Idea]]
http://bridgecommander.filefront.com/file/Workbees_TMP_era_sfrd;121397
[think might have to go to link in the comments to get them tho] :D
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What I might do is add in a process where the ship launches a workbee (or workbees) which fly around the ship whilst the repair is going on, firing a "repair" beam at the ship, but because the rebuilding is all handled by script, this would just be a visual effect!
*Thinks a bit more*
Although, since the ship (for what I have in mind) would have to be stationary whilst the pods were launched around it, I suppose it might be possible to add in an option where you can either have the engineering teams rebuild without launching pods (allowing you to keep moving) or rebuild using the pods, which is faster, but requires you to not move whilst they do it!
I'm still getting the system to work the way I want it to, but this will definitely be something I have a go at implementing once I have the framework established! *Heads over to BCFiles to download all manner of workbees!*
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Rebuilding is good, but suggestion ADD it to only one style Workbee, and by doing that the Ship must carry that paticular WB , in their launch bay,
Example StarFleets Workbees , type 2, I carry on all my exploration vessels [those NOT inside Federation space, and go on long trips] [[just an Idea]]
http://bridgecommander.filefront.com/file/Workbees_TMP_era_sfrd;121397
[think might have to go to link in the comments to get them tho] :D
What I might do is add in a process where the ship launches a workbee (or workbees) which fly around the ship whilst the repair is going on, firing a "repair" beam at the ship, but because the rebuilding is all handled by script, this would just be a visual effect!
*Thinks a bit more*
Although, since the ship (for what I have in mind) would have to be stationary whilst the pods were launched around it, I suppose it might be possible to add in an option where you can either have the engineering teams rebuild without launching pods (allowing you to keep moving) or rebuild using the pods, which is faster, but requires you to not move whilst they do it!
I'm still getting the system to work the way I want it to, but this will definitely be something I have a go at implementing once I have the framework established! *Heads over to BCFiles to download all manner of workbees!*
this is a great idea!!! wish id thought of it lol
so we're talking a deactivation of the engines for the repair work bees to launch thats cool... then we could have the construction ships from armada in bc :D
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technically, you could have that with a modification to the script in Kobayashi Maru
My plan is (rather than using the shuttle launch framework) to use a similar plan to the "Subspace Buoy" launcher above, have a certain number of work bees appear around the script, and then use an AI Script to make them orbit the ship...
The deactivation of the engines will be the main issue...but I think I can swing it!
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Jb don't forget targetable plasma streams from BCS:TB pack. It also vents plasma during a fight if right conditions are met.
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Just had a look at it - I thought I'd read all the 'The Beginning' scripts at one time or another, but that's the first time I've opened that one!
I think (hope!) that the Core Breach mod won't interact with TPS - the Plasma Stream only comes into play if it's manually vented with Brex's button, and all I've done with it is added in a script into autoload which checks my Core Breach script to see if the Core's breaching when the Vent Plasma button is pressed! If it is then my script runs through a couple of things to either stop the breach or extend the time! I think that even if (though I'm going to check this now) you're in a battle and the core's breaching, if your nacelle gets struck and the plasma vents, the Core Breach Script won't notice it? Which is probably 'more' canon - controlled vent vs explosive decompression of the plasma! (If that makes sense? I just got out of a two hour equity exam and my brain feels like so much mush!)
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REMEMBER jb2005, in the end, YOU Decide, it is your MOD, what others do or think , is their opinion.
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I know! Thing is though that I generally think of ideas that I know how to implement - so I enjoy the challenge of someone suggesting an idea which I don't know how to do and learning how to put it into effect!
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Cookie just for coming up with new stuff :) PS: are you ever going to return to finish your old comms officer script?
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One of the scripts I've been working on (it's on the back burner right now!) is what got me started on scripting in the first place - a hailing mod for QuickBattle...my initial thought was that I'd put this into the Comm Officer - the trouble is (like the Activate EMH suffered from) I have to use a bridge which has a dedicated Guest spot on it...which most of them don't!
I had a brainwave and tried to use an Extra Position for a guest character...I'm still not sure why but that just made BC crash to the desktop!
So long story short...I hope so! I just thought of an idea whereby when you load a bridge - if it's Galaxy or Sovereign, it adds in the Comm Officer Character and if it's a different bridge it just moves all the comm officer buttons to either Kiska or Miguel! That'd probably be doable actually!
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Update:
&feature=youtube_gdata [/youtube]
Finally got this working! This is what the mod won't look like when it's finished, because as I was recording this video I realised that I hate it!
Well, that's not strictly true! I'm very pleased with how it's shaped up thus far - I just don't like the flashing blue text - that's going to change! Also I'm not enamoured at all with the 1 of 7 - but again I have an idea of what to do about that!
It's going to be sleeker and operate differently - every time a phaser bank (or whatever) is rebuilt, it will come back online, rather than waiting for the however many seconds to elapse! However, I think I'll still set it to disable the phaser system whilst the rebuilding's going on - the difference will mainly be what appears in the "Destroyed Systems" Menu!
I'm quite proud of the way it partially rebuilds though!
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still very good. :dance
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Just had a look at it - I thought I'd read all the 'The Beginning' scripts at one time or another, but that's the first time I've opened that one!
I think (hope!) that the Core Breach mod won't interact with TPS - the Plasma Stream only comes into play if it's manually vented with Brex's button, and all I've done with it is added in a script into autoload which checks my Core Breach script to see if the Core's breaching when the Vent Plasma button is pressed! If it is then my script runs through a couple of things to either stop the breach or extend the time! I think that even if (though I'm going to check this now) you're in a battle and the core's breaching, if your nacelle gets struck and the plasma vents, the Core Breach Script won't notice it? Which is probably 'more' canon - controlled vent vs explosive decompression of the plasma! (If that makes sense? I just got out of a two hour equity exam and my brain feels like so much mush!)
Yay, I forgot to complete my post... Anyway what I actually wanted to point out was the following: There are 2 plasma vent scripts, 1st one was Mleos and was deprecated by BCS:TB's VentPlasmaBCS script and this VentPlasmaBCS is a part of the Targetable Plasma Streams (although a separate script).
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&feature=youtube_gdata[/youtube]
Just a quick(!) update:
Totally rewritten the mod, now the Engineering Crew will rebuild a discrete component every 10 seconds (or another - possibly user defined - interval). You can view the percentage damage, time to complete each component etc...
Oh yeah and I added a new screen to Brex's Window! That has literally taken me 6 hours of research, trial and error (mostly error) swearing and finally success to a) stop it crashing the game and b) be the right size and in the right place!
So far there are only a few options. I'm debating whether to move all the buttons into the window or to keep the layout (broadly) as it is currently!
My next step will be to start adding in Cargo Bay space and defining components! More research - but this time on Memory Alpha, rather than trawling through every script I can think of!
(http://i243.photobucket.com/albums/ff167/JB2005_01/stbc2013-01-1602-56-36-45_zps09a7f574.jpg)
(http://i243.photobucket.com/albums/ff167/JB2005_01/stbc2013-01-1602-56-41-81_zps66ad5a28.jpg)
(http://i243.photobucket.com/albums/ff167/JB2005_01/stbc2013-01-1602-56-53-75_zps969e9e01.jpg)
(http://i243.photobucket.com/albums/ff167/JB2005_01/stbc2013-01-1602-57-22-67_zpsa71dcaed.jpg)
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very cool!! i wonder if this would work with SP; could make a fine addition to Lurok's SP mod that we're working on...
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well I was originally planning to disable all these for SP so that they didn't interfere with it if someone wanted to install it on top of KM...but in theory there's no reason why Rebuild Destroyed Systems wouldn't work fine with single player!
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very cool!! i wonder if this would work with SP; could make a fine addition to Lurok's SP mod that we're working on...
Hey you...it's our SP mod (you, me, Baz, Wiley, Cy, everyone who's contributed) :P
As JB hints, can't see a reason why wouldn't work. I'm just impressed he's creating new crew windows!
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I can't claim credit for it! Defiant created the Scan window for Miguel literally years ago! I just used the same concept here! (Plus looking at Defiant's made me realise why mine - a knock off of the Power Screen - kept crashing the game!)
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Update:
After a day and a bit of trying to lock down why I kept getting a type error in the console - sorted now - I've gone back to writing the GUI code!
I've now finished the damage report screen and added in a seperate pane which will allow you to select different screens for rebuilding specific systems! This is conditional on a ship having that system installed - so for example if you are aboard a Galaxy Class ship it won't show options for a cloaking device, as this video demonstrates:
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thats just pure awesome! :D
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Thanks Jimmy!
Been scripting for a few hours and I now have the whole rebuild systems code written! It works on the principle that different systems take different amounts of time to rebuild (ie Tractor beam projectors 20 seconds; Warp Core 60 seconds; Cloaking Device 50 seconds etc) and tomorrow I'm going to see about implementing the cargo requirements!
(Incidentally I realise that this leaves out things based on Hull Properties - Slipstream Drive etc - I think I've figured out how I'd go about implementing that! Just need to check it - but that will probably be an addendum after the main script is finished!)
I think a Youtube Video would be a little bit pointless since there's too much to show off now! So here's a picture of a Vorcha rebuilding its sensors!
(http://i243.photobucket.com/albums/ff167/JB2005_01/stbc2013-01-1801-53-27-65_zps42bf83a2.jpg)
Still to do:
- Cargo/Components
- Workbees
- Misc components (Slipstream Drives etc)
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Another quick update - starting to get the Cargo Bays made!
(http://i243.photobucket.com/albums/ff167/JB2005_01/stbc2013-01-1817-04-11-86_zpsfb3f9c3d.jpg)
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quick questions - in the upper left GUI, where it says "Destroy Systems" - does that mean hitting that would destroy your own ship systems?
or is it meant to be like "Destroyed Systems" in which case a submenu of destroyed systems would appear?
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That's what I've been using to test the repair system! that button will now destroy every system on a ship which isn't a hull property or warp core!
Similarly the button that says "repair systems" does the reverse and restores all the ship's systems!
Subspace Transporter is a copy of Defiant's Transporter script, but with the range part commented out!
And "Install cloaking device was an idea I had this morning that doesn't work! (Yet!)
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this is great!!!
Engineers getting more stuff to do is always cool :yay:
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that button will now destroy every system on a ship which isn't a hull property or warp core!
you mean destroying one's own ship systems? like if i hit that button my own systems would be destroyed? im not so sure i would want to do that lol
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Sorry should explained better! That button's totally seperate from the mod! It's just there so that I can make sure that all the repair things are working as they should!
Everything to do with the mod should be self contained within the GUI screen as far as user-input is concerned!
Update:
Little progress has been made over the past few days as I got into a furious argument with the AI Editor and then with Python MegaWidgets, then another with the AI Editor and then I just sort of gave up and went off in a huff!
We're all friends now though and I've managed to get the WorkBees...ummm...working I guess...in game!
My only regret is that I had to add in a "avoid colliding with objects" bit into the AI for the Workbees (they kept crashing into each other) as before that they made some very daring orbits of the ship! Still it's not a bad effect and at some point I'll try and get the phasers working as well! (Though because I don't want them interfering with RDS they'll be set to 0 power and will be purely for show!)
Another Update:
(sorry for spamming... - EDIT - Amalgamated my recent posts!) Updated the first post!
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umm JB why not just make the worker bees no-clip?
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When you say no-clip I guess you mean turn off collisions?
Simply put - I'm keeping collisions on because I want there to be an "opportunity/cost" for using workbees - namely that the repair will be faster, (which since all of the repairs would - with the possible exception of the warp core/shield generators/sensors/cloaking device for which I may make exceptions - be faster since you have direct access to their external components - the trade off for that is that you have to stay still when you use them otherwise they might bang into you...
I suppose it might be possible to make them fly through each other - but to be honest I sort of like the 'realism' that it creates that the things can bang into each other as well!
Although I appreciate that not everyone will share that view! I think that what I'll do is throw in an option in UMM - you can either have them with collisions off or on and leave it up to the individual player to decide! It shouldn't be too much hassle to fix that up!
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realism is best... you should not have things phasing through each other lol