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| Star Wolves 3D space RPG with deep strategy and tactical elements |
| View Poll Results: What should I Prioritize on? | |||
| Basebuilding! |
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1 | 25.00% |
| Balancing! |
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0 | 0% |
| The Mod Manager! |
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0 | 0% |
| Asteroid ore-dropping! |
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0 | 0% |
| Intensive Bugfixing! |
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3 | 75.00% |
| Voters: 4. You may not vote on this poll | |||
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Thread Tools | Display Modes |
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#1
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I see you are there now that's great. You do have one issue though. I logged in over there and was able to upload an old patch file with only the mod db authorization needed. I would look into locking out the ability to upload files by another member.
I am glad to see you still fighting the good fight when so many other modders have moved on. If I had any coding skill I would help. Best I can do is to continue to beta test. May the Pandas be with you my friend |
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#2
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Thanks for the hint, im going to look into it
And I don't really plan to stop the development of this mod until im Finished, the main thing im working on right now is basically the Path-finding for the CPU-Players, I have found a way to do that, but that would require me to write 120x120 paths from systems to systems, since I will never write that amount of code by hand I am currently writing a additional program with VB.NET to automatically index all systems in Star wolves and using an algorithm to create lua code which represent table's with the shortest way to a possible system like so: {"_AI_IN_THIS_SYSTEM", "AI_NEEDS_TO_GO_TO_THIS_SYSTEM", {"Shortest way from Neighbor of THIS_SYSTEM to AI_TARGET_SYSTEM"}}; Im struggling to do that tbh, but I won't give up!. ----------------------------------------------- Also, I tweaked the "Repair" function at the maintance stations, so you won't immediatley have 100% HP, instead you will have to wait a certain amount of time until your HP Completely recharges, increments are at 10% of total Hull HP each 0.1s BUT like with all of my "Plugins" it is completely customizable, see the "InitTeamScript" Section. I named it ASRS: Code:
-- /\ /\\ \\ /\\/\\ /\\/\\\\\\\ /\\ /\\\\\\\\
-- /\ \\ /\\ /\\/\\/\ /\\ /\\\/\\ /\\/\\ /\\
-- /\ /\\ /\\ /\\/\\ /\\ / /\\/\\ /\\/\\ /\\
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-- /\\\\\\ /\\ /\\ /\\/\\ /\ /\\/\\ /\\ /\\
-- /\\ /\\ /\\ /\\/\\/\\ /\\/\\ /\\ /\\
--/\\ /\\ /\\ \\ /\\/\\ /\\/\\ /\\\\\\\\/\\\\\\\\
-- - = V E R S I O N 1 . 1 = -
--/\\\\\\\ /\\\\\\\\/\\\\\\\ /\ /\\/\\\\\\\ /\\ \\ /\\\ /\\\\\\ /\ /\\\ /\\\\\\/\\ /\\\\ /\\\ /\\
--/\\ /\\ /\\ /\\ /\\ /\ \\ /\\/\\ /\\ /\\ /\\ /\\ /\ \\ /\\ /\\ /\\ /\\ /\ /\\ /\\
--/\\ /\\ /\\ /\\ /\\ /\ /\\ /\\/\\ /\\ /\\ /\\ /\ /\\ /\\ /\\/\\ /\\/\\ /\\ /\\
--/\ /\\ /\\\\\\ /\\\\\\\ /\\ /\\ /\\/\ /\\ /\\ /\\ /\\ /\\ /\\ /\\/\\ /\\/\\ /\\ /\\
--/\\ /\\ /\\ /\\ /\\\\\\ /\\ /\\/\\ /\\ /\\ /\\ /\\\\\\ /\\ /\\ /\\/\\ /\\/\\ /\ /\\
--/\\ /\\ /\\ /\\ /\\ /\\ /\\/\\ /\\ /\\ /\\ /\\ /\\ /\\ /\\ /\\ /\\ /\\ /\\ /\ \\
--/\\ /\\/\\\\\\\\/\\ /\\ /\\/\\/\\ /\\ /\\ \\ /\\ /\\ /\\ /\\ /\\ /\\\\ /\\ /\\
--
-- /\\ \\ /\\ /\\\\\\\ /\\/\\\\\\\ /\\\ /\\\\\\
--/\\ /\\ /\\ /\\/\\ /\\ /\\/\\ /\\ /\\
-- /\\ /\\ /\\ /\\ /\\/\\ /\\ /\\
-- /\\ /\\ /\ /\\ /\\/\\\\\\\ /\\
-- /\\ /\\ /\\ /\\ /\\/\\ /\\
--/\\ /\\ /\\ /\\/\\ /\\ /\\/\\ /\\
-- /\\ \\ /\\\\ /\\ /\\/\\/\\ /\\
--Author: Nocalora29
--Replaces:
--Data\Scripts\Include\DockStation.script -> DialogR_fin()
--This Plugin disables the INSTANT 100% HP Recovery from Repair Stations
--Instead of magically repairing your hull to 100% in a sec, this Plugin -
--will Repair your Mothership over time, but only if your mothership isn't moving.
Default_ASRS_Name = "ASRS";
Default_ASRS_Error_InProg = "ASRS: Repair allready in Progress!";
Default_ASRS_Error_MoveDetect = "ASRS: Repair Cancelled!, you need to stand still!";
Default_ASRS_Fin = "ASRS: Successfully Repaired!";
__ASRS_InProgress = FALSE;
function _ASRS_RepairMS_Init()
local AllowASRS = GetQuestLabel("__ASRS@Config_Allow");
if (AllowASRS=="True") then
_ASRS_RepairMS();
else
local N=GetPlayerCredits();
if (N>=1000) then
RepairBase();
SubPlayerCredits(1000);
OutputToScreenLog("#UI_TradeStationOkRepair",7);
else
OutputToScreenLog("#UI_TradeStationNotRepair",7);
end;
end;
end;
function _ASRS_RepairMS()
if (__ASRS_InProgress==FALSE) then
__ASRS_InProgress = TRUE;
local _ASRS_Allow = GetQuestLabel("");
local PCash = GetPlayerCredits();
local RepCost=1000;
local _PCarc = GetPlayerMotherShip();
local _PMSMaxHP = _PCarc:GetMaxHP();
if (PCash>=RepCost) then
SubPlayerCredits(RepCost);
--Begin Repair Process
local MSPos = _PCarc:GetPosition();
setglobal("_ASRS_MSPos", MSPos);
_ASRS_RepairMS_2(_PMSMaxHP);
else
OutputToScreenLog("#UI_TradeStationNotRepair",7);
end;
else
OutputToScreenLog(Default_ASRS_Error_InProg,7);
end;
end;
__ASRS_MS_CompleteP = 0;
__ASRS_MS_MaxSpeed = 0;
__ASRS_MS_MaxSteeringPower = 0;
__ASRS_ILShowTime = 0.4;
__ASRS_OutOfSphere = FALSE;
function _ASRS_RepairMS_2(_PMSMaxHP)
setglobal("_ASRS_PMSMaxHP", _PMSMaxHP);
local RepDelay = tonumber(GetQuestLabel("__ASRS@Config_RepairDelay"));
local RepAmount = tonumber(GetQuestLabel("__ASRS@Config_RepairAmount"));
local UsePerc = GetQuestLabel("__ASRS@Config_UsePercentageRepair");
local Perc = tonumber(GetQuestLabel("__ASRS@Config_Percentage"));
local Req_StandStill = GetQuestLabel("__ASRS@Config_Require_StandStill");
local DisDrives = GetQuestLabel("__ASRS@Config_DisableDrive");
local CRadius = tonumber(GetQuestLabel("__ASRS@Config_StandStill_Radius"));
local _PCarc = GetPlayerMotherShip();
local _PCurHP = _PCarc:GetCurHP();
local PercRAND = GetQuestLabel("__ASRS@Config_PercRAND");
local PercRANDMin = tonumber(GetQuestLabel("__ASRS@Config_PercRAND_Min"));
local PercRANDMax = tonumber(GetQuestLabel("__ASRS@Config_PercRAND_Max"));
--Options
-- // Disable Drives
if (DisDrives=="True") then
__ASRS_MS_MaxSpeed = _PCarc:GetMaxSpeed();
__ASRS_MS_MaxSteeringPower = _PCarc:GetSteeringPower();
_PCarc:SetMaxSpeed(0);
_PCarc:SetSteeringPower(0);
end;
--Repair
if (Req_StandStill=="False") then
--Does not need to stand still
if (UsePerc=="False") then
--Value Repair
if (_PMSMaxHP >= _PCurHP) then
_PCarc:SetHP(_PCurHP + RepAmount);
Timer_Seq(RepDelay, _ASRS_RepairMS_Loop);
end;
else
--Percentage Repair
if (_PMSMaxHP >= _PCurHP) then
local PercVal = 0;
if (PercRAND=="False") then
PercVal = ((_PMSMaxHP / 100) * Perc);
else
PercVal = ((_PMSMaxHP / 100) * random(PercRANDMin, PercRANDMax));
end;
_PCarc:SetHP(_PCurHP + PercVal);
__ASRS_MS_CompleteP = (_PMSMaxHP / _PCurHP) * 100
OutputToScreenLog("ASRS: "..format("%.2f", __ASRS_MS_CompleteP).."% Completed", RepDelay+__ASRS_ILShowTime);
Timer_Seq(RepDelay, _ASRS_RepairMS_Loop);
end;
end;
else
--Does need to stand still
--_ASRS_OutsideRange_Trigger = CreateTrigger();
--_ASRS_OutsideRange_Trigger:AttachEvent(_EVENT_INSIDEVOLUME);
--_ASRS_OutsideRange_Trigger:SetObject(_PCarc);
--_ASRS_OutsideRange_Trigger:SetVolume(_PCarc:GetPosition(), CRadius);
--_ASRS_OutsideRange_Trigger:AttachCondition(TrueCondition);
--_ASRS_OutsideRange_Trigger:AttachAction(_ASRS_RepairMS_LeaveRadius);
--_ASRS_OutsideRange_Trigger:Activate();
_ASRS_OutsideRange_Trigger = NewTrigger("outside", TrueCondition, _ASRS_RepairMS_LeaveRadius, _PCarc, _PCarc:GetPosition(), CRadius, FALSE);
_ASRS_OutsideRange_Trigger:Activate();
if (__ASRS_OutOfSphere==FALSE) then
if (UsePerc=="False") then
--Value Repair
if (_PMSMaxHP >= _PCurHP) then
_PCarc:SetHP(_PCurHP + RepAmount);
Timer_Seq(RepDelay, _ASRS_RepairMS_Loop);
end;
else
--Percentage Repair
if (_PMSMaxHP >= _PCurHP) then
local PercVal = 0;
if (PercRAND=="False") then
PercVal = ((_PMSMaxHP / 100) * Perc);
else
PercVal = ((_PMSMaxHP / 100) * random(PercRANDMin, PercRANDMax));
end;
_PCarc:SetHP(_PCurHP + PercVal);
__ASRS_MS_CompleteP = (_PCurHP / _PMSMaxHP) * 100
OutputToScreenLog("ASRS: "..format("%.2f", __ASRS_MS_CompleteP).."% Completed", RepDelay+__ASRS_ILShowTime);
Timer_Seq(RepDelay, _ASRS_RepairMS_Loop);
end;
end;
else
--Movement Detected
OutputToScreenLog(Default_ASRS_Error_MoveDetect,7);
__ASRS_InProgress = FALSE;
__ASRS_OutOfSphere = FALSE;
_ASRS_OutsideRange_Trigger:Delete();
end;
end;
--Finish
if (_PCurHP>=_PMSMaxHP) then
__ASRS_InProgress = FALSE;
__ASRS_OutOfSphere = FALSE;
_ASRS_OutsideRange_Trigger:Delete();
_PCarc:SetHP(_PMSMaxHP);
OutputToScreenLog(Default_ASRS_Fin,7);
--Options
-- // Enable Drives
if (DisDrives=="True") then
_PCarc:SetMaxSpeed(__ASRS_MS_MaxSpeed);
_PCarc:SetSteeringPower(__ASRS_MS_MaxSteeringPower);
end;
end;
end;
function _ASRS_RepairMS_LeaveRadius()
__ASRS_OutOfSphere = TRUE;
end;
function _ASRS_RepairMS_Loop()
local _PMSMaxHP = getglobal("_ASRS_PMSMaxHP");
_ASRS_RepairMS_2(_PMSMaxHP);
end;
Code:
function DialogR_fin0() end; Code:
function DialogR_fin0() -- > @Plugins\ASRS.lua _ASRS_RepairMS_Init(); end; Code:
SetQuestLabel("__ASRS@Config_Allow", "True"); -- ASRS Plugin - Boolean - Allow ASRS? [True = Use ASRS, False = Use Vanilla Repair System]
SetQuestLabel("__ASRS@Config_RepairDelay", 0.1); -- ASRS Plugin - Repair Rate (Seconds)
SetQuestLabel("__ASRS@Config_RepairAmount", 100); -- ASRS Plugin - Repair amount per RepairDelay
SetQuestLabel("__ASRS@Config_UsePercentageRepair", "True"); -- ASRS Plugin - Repair depending on Percentage of Max HP
SetQuestLabel("__ASRS@Config_Percentage", 3); -- ASRS Plugin - Percentage Value
SetQuestLabel("__ASRS@Config_PercRAND", "True"); -- ASRS Plugin - Eanble Random Repair Percentage
SetQuestLabel("__ASRS@Config_PercRAND_Min", 3); -- ASRS Plugin - Random Percentage Min
SetQuestLabel("__ASRS@Config_PercRAND_Max", 7); -- ASRS Plugin - Random Percentage Max
SetQuestLabel("__ASRS@Config_DisableDrive", "False"); -- ASRS Plugin - Disable Mothership Drives (No Movement Possible until Completion)
SetQuestLabel("__ASRS@Config_Require_StandStill", "True"); -- ASRS Plugin - Require - Standing Still (Mothership)
SetQuestLabel("__ASRS@Config_StandStill_Radius", 5); -- ASRS Plugin - Max Range before Cancel of Repair
If anyone feels like it, feel free to install it and tell me how it feels like. -System.lst- Section IF you use Expansion Mod: use the plugins\system.lst and write it in there, also place the file you created with the code at top of this post and you're good to go. IF you use the vanilla game: use the scripts\system.lst and write in in there also, watch out that you place the file where you have pointed at it in the system.lst =This works for a vanilla game and a modded game=
__________________
Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) Last edited by nocalora29; 08-22-2016 at 06:02 PM. |
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#3
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Quick update. the file was approved. I deleted it so as not to confuse people.
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#4
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A Quick Status Update of 0.6.2X.
-CPU PLAYERS: I think I have found an "acceptable" path-finding system for the CPU Players for the galaxy map, it certainly isn't anything close to "Intelligent" or "Smart" but it will do for a preview version. The general behavior of AI's are done mostly (Behavior if not colliding with other AI's or the player), but I still need to write the Combat, Neutral and Friendly In-Map AI, so the AI has something to do when you're in the same system as the AI, depending on the Current Relation. The economical Behavior of the AI's are also OK for the moment, they will upgrade their fleet depending on their Current Credits status, and on their current Location (They cannot trade on systems with no Trade Station), but they still can upgrade their fleets on "Random" Circumstances, Because I have added a small Random Event system for these AI's, like for example: "AI Found hidden stash depot. And because of that, their Fleet-Strength rises up. But thats enough about the AI's. -ASRS: The "A Simple Repairstation Script" is also pretty much completely finished (Fixed a bug here and there), so it wouldn't be that wise to use the source code from my other Post anymore. -Elite Templars: --New Subfaction: There is now a new Sub-subfaction for the Templars, besides the known Elite Templars and Holy Paladins, there is also now a group called "Magister's Inquisitors" MaqInq for short. These are the actual Top-Of-The-Line Pilots of the "Magister", they also execute Assasinations by the "Magister"'s Orders. Basically: You didn't like to fight the Paladins at all?, then you like to fight the Inquisitors even less!. --Modified 3D Models of existing Ships: Some would say its a pretty lazy doing of mine, but I think the changes look badass! ![]() ![]() ![]() 1.st Pic: Elite Templar Level 2.nd Pic: Holy Paladin Level 3.rd Pic: Magister's Inqusitor Level ....and yes, thats a Precursor Portal, and also yes, these spheres are the "unknown" portals found throughout the game, although they don't give these ships the ability teleport freely around time and space, they look pretty nice and sexy on these ships. I have also set them to Rotate around the ship. Heres a Video of MaqInq Ship: http://bit.ly/2cxBdRU [Shortened because the Auto-YT Embedder will break this post] ---------------------------------------------------- If any of you remaining people on this Forum still have any Questions regarding this Mod, or modding of this game in general: Feel free to ask any Questions that come up your Mind!.
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
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