Bridge Commander Central
BC Forums => BC Scripting => Topic started by: Lord Tribble on September 28, 2013, 10:38:55 AM
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Does anyone know if there is a way to change how docking works?
What I'm aiming for is that the normal dock button with play the cut scene and dock the ship as normal, but instead of cutting to another scene of the ship flying out, it instead leaves the ship parked so it can be piloted out manually (Or maybe leave it parked until an 'undock' button is pressed).
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there IS a way out of this... but ive only pulled it off a few times...
order the base to "dock at next base"
dock the ship normally.
once the ship is docked, order the dock to "dock at next base" (do this after all the repairs are done, youll be able to get on the bridge once docked, check brex to make sure repairs are complete)
this SHOULD circumvent the cutscene and let you sit in the dock.... though the doors may end up repositioned, IF YOU DONT DO THIS, you wont be able to warp out of the system, as the game will think you are still docked.
.. i recommend turning off collisions for this..
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Any idea if there may be a way of altering the scripts to do this without glitches?
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no clue.. :(
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Damn, kinda thought there must be a way to do it after seeing lots of videos with ships parked in a dock. Maybe they piloted them in manually :idk:
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Actually yes. I had dock manually many times. Requiered use of many skill to no collision with the dock, but is posible. Also, would be posible redo the docking script to, for example dock the ship and not go to cinematic, and after, via a "undock button" making so (its just an idea)... ;)
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Does anyone know if there is a way to change how docking works?
What I'm aiming for is that the normal dock button with play the cut scene and dock the ship as normal, but instead of cutting to another scene of the ship flying out, it instead leaves the ship parked so it can be piloted out manually (Or maybe leave it parked until an 'undock' button is pressed).
It's a simple scripted sequence from what I can recall. It is divided into 3 "phases".
1. Playing the entering sequence (there's a lot going on behind the scenes so I'm simplifying here).
2. Replenish the torpedo count
3. Play the exiting sequence.
You'd have to modify the functionality or write a whole different script with only the following 2 sequences in place.
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hmm, any idea where said script might be hiding?
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Somewhere inside the actions directory perhaps, can't remember. What I did if I couldn't find something was to simply use a grep utility to find a particular string of interest and then study the file to see if it was what I was looking for.
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All I can find in there are pyc files. Can't open them up to have a look :(
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That's why you have bcsdk.
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ahhhhhhhh....
ok, think I've found the right script
scripts\AI\Compound\DockWithStarbase
Time to do some tinkering...
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No, I don't think that's it. That's an AI script. You're looking for something in actions directory I think.
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No, I don't think that it. That's an AI script.
Not exclusively. It does provide functions like:
def CreatePlayerDockAction
The action directory doesn't include anything similar...
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I'm speaking from memory. I no longer have BC installed or have bcsdk present. What I remember about it is that it's split into 3 parts and that the code is thrown all around the scripts. An AI exists which is responsible for docking and as well as for undocking, the sequence itself is where I don't remember is stored (if any).
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You could take a look at KMs DockWithStarbaseLong.py which should be close to what you want.
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well, been playing for a bit and all I managed to do was stop docking from working entirely. Tried copying over the long script from KM as well but could get the game to do anything different :idk: