Bridge Commander Central
BC Forums => BC Downloads => Topic started by: Rob Archer on March 10, 2007, 08:33:03 PM
-
This Mod basicaly Adds a menu to the Tactical Menu giving the Current Shield Percentage for each vector
Shield Status
>>>>> Port 60%
>>>>> Star 60%
>>>>> Dorsal 60%
>>>>> Ventral 60%
>>>>> Fore 60%
>>>>> Aft 60%
********** SHIELD STATUS MONTIOR [Updated V0.9.1] *********
This is an update to the Shields status monitor which fixes a bug where the display did not reset when the ship was destroyed.
(http://img139.imageshack.us/img139/5686/shieldoutputch1.th.png) (http://img139.imageshack.us/my.php?image=shieldoutputch1.png)
shieldoutput.zip - 0.61MB (http://www.zshare.net/download/shieldoutput-zip-hv7.html)
Edit* If someone could post this to BC files Id be most Greatfull: (I dont trust the E-mail system.)
-
Looks like a great addition. Is that "Boost Shields" part of the mod as well? If not, it would be great having something like it included, whereby you boost one vector by a certain amount, it would then lower the other 5 vectors by the amount divided by 5 (20%, i.e 5% lowered on each vector), so simulate reinforcing a certain shield vector :D
-
the boost shields mod is not related to my mod im sure it was done by BCS TNG scripters.....
Ill get round to doing some more modifications to the engineering systems over time, This was just something i did in 2 hours while i ws board, I was acctually working on a distress call modification but i got sid tracked and ended up writing this one instead. :roll:
-
I would go further and try to make it as a little window so you don't have to see Felix's menu.
but his could do while we wait for the nex version. DL'ed and installed. :D
-
I would suggest that you listen to the shield changer event (see BP Core), that way you also get notified when the strength goes up.
And replace the buttons with TGParagraphs (text). They can be put in a menu as well.
-
Thanks Mleo ill try that latter
-
If i'm not wrong, after a quick read to the code, you are using GetEngineeringNextEventType() to detect the shield hit. that will check for shield hits in your events, and also in the AI's events, what in large battles can be a bit laggy.
go for what MLeo said, or use ET_WEAPON_HIT. you can filter the shield rating from both events
(I think MLeo is talking about ET_TACTICAL_SHIELD_LEVEL_CHANGE, this one has also listeners for each shield vector:
ET_TACTICAL_SHIELD_0_LEVEL_CHANGE, _SHIELD_1, _SHIELD_2, and so on. so, instead of a single listener broadcasting the whole game for events, you have six but restricted to the events you want to hear.)
-
Rob - if you're gonna make some final adjustments, i'd rather wait until you're completely done and happy with this mod - then i can put it up for ya on BCFiles immediately at that point :)
-
Nighthawk has it partly.
This more is what I meant (warning, pseudo code):
pPlayer = App.Game_GetCurrentPlayer()# Or MissionLib.GetPlayer()
pPlayer.AddPythonFuncHandlerForInstance(App.ET_TACTICAL_SHIELD_0_LEVEL_CHANGE, __name__ + ".....
-
Nighthawk has it partly.
heh, I sharpened my skillz :)
-
Rob - if you're gonna make some final adjustments, i'd rather wait until you're completely done and happy with this mod - then i can put it up for ya on BCFiles immediately at that point :)
can you Post it up anyway JB, Alot of people who use BC are colour blind (Such as CK on BCS) who may find this mod useful regardless, that and if it dosnt get put up now it'll prbably never get put up....
When people start offering sugestions or commenting on the way i do things, i tend to get put off a mod, Same thing happened with RDS 0.9....
-
all set :)
http://bridgecommander.filefront.com/file/Shield_Status_Monitor;76699
i'll make sure to mention that any technically-related issues be posted here in this thread...
-
Thanks Loads jimmy
-
Nice work.
-
Thread split, the tech discussions are over in Scripiting.
-
Very interesting mod... Good job...