.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V > SEV Modders Knowledge Base

Reply
 
Thread Tools Display Modes
  #1  
Old December 7th, 2006, 06:19 PM

Raapys Raapys is offline
First Lieutenant
 
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
Raapys is on a distinguished road
Default Component-dependant engines

I've introduced power reactors to the game, basically just a generic component, and I'm trying to get the engines dependant on it being present for them to work. Since it's not possible to add new 'abilities' from what I could find out, that means I had to use the Get_Design_Specific_Component_Count() function. I first tried putting it in the 'to use' requirement field of the engine without any luck, then I tried using it in the 'movement amount' formula on the engines( i.e. tried setting movement point amount to 0 if no reactor present).

There's simply no way this will work. My two test designs, one with reactor another without, always fly at the same speed. I tried getting a little creative after a while, but alas, reactor or not, it doesn't make any difference between the two ships' speeds. They both fly either 1-2 m/s, or 10 m/s, dependant on how I set up the formula, while I basically want the one with the reactor to fly 10 m/s and the one without to fly 1 m/s( or 0 m/s, but that doesn't seem to be possible).

If it wasn't for my very limited capabilities, I'd say the function didn't work properly making it unable to find the reactor component.

Any ideas?
Reply With Quote
  #2  
Old December 7th, 2006, 06:45 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Component-dependant engines

That function doesn't work on components.

You can have a weird workaround by using the method SJ used in GG for his Crew requirement, though..

One way:

Requirement 5 Description := Ship requires more reactors to properly power its engines.
Requirement 5 Formula := iif(Get_Design_Abilty_Total("Standard Movement") > 2), Get_Design_Abilty_Total_AITAG01 > 1, 1)

You can't use that as-is, because I don't remember the format for the AI tags. What this does is if the number of standard move goes above 2, it requires a reactor before the design can be built. It won't slow down due to battle damage, though.


__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #3  
Old December 7th, 2006, 08:08 PM

Raapys Raapys is offline
First Lieutenant
 
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
Raapys is on a distinguished road
Default Re: Component-dependant engines

I tried with a

Requirement 6 Formula := Get_Design_Ability_Component_Count("AI Tag 16") > 0

on the frigate ship type just to test it, but it easily lets me make a ship without it, no warning at all. The reactor component has the "AI Tag 16" ability and everything. *shrug*
Reply With Quote
  #4  
Old December 7th, 2006, 08:34 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Component-dependant engines

iifs might not work in that file, then. :/ Did you try just the AI tag?
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #5  
Old December 7th, 2006, 08:37 PM

Raapys Raapys is offline
First Lieutenant
 
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
Raapys is on a distinguished road
Default Re: Component-dependant engines

Uhuh, think I might have made a mistake.

Yah, looks like it's working now, thanks. Would be nice if there could be a function that looked for a specific ability description, so we could just use the 'Description Only' ability instead of wasting the AI tags and such.
Reply With Quote
  #6  
Old December 7th, 2006, 09:44 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Component-dependant engines

Actually, there is. Kwok made much use of it in Balance Mod, such as this "ability" on the SDD:

Ability 2 Type := Description Only
Ability 2 Description := Automatically used if a ship is successfully boarded, destroying the ship and the attacking ship.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 0
Ability 2 Amount 2 Formula := 0
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #7  
Old December 7th, 2006, 09:54 PM

shinigami shinigami is offline
Corporal
 
Join Date: Mar 2006
Posts: 117
Thanks: 0
Thanked 0 Times in 0 Posts
shinigami is on a distinguished road
Default Re: Component-dependant engines

Quote:
Raapys said:
Would be nice if there could be a function that looked for a specific ability description, so we could just use the 'Description Only' ability instead of wasting the AI tags and such.
Something like that would really open up our modding options and eliminate the need for the AI tags.

I was thinking about something like this:
Code:
Ability 1 Type                        := Unique String
Ability 1 Description :=
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := "UW Basketweaving"
Ability 1 Amount 2 Formula := 0



Then have a functions like Get_Design_Ability_Unique_String("UW Basketweaving") or some such.

Of course, the best thing would be if we could simply add do-nothing abilities to the Main_Strings.txt file!
Reply With Quote
  #8  
Old December 9th, 2006, 11:51 PM
Noble713's Avatar

Noble713 Noble713 is offline
Sergeant
 
Join Date: Aug 2000
Location: Garden-Variety State
Posts: 356
Thanks: 5
Thanked 0 Times in 0 Posts
Noble713 is on a distinguished road
Default Re: Component-dependant engines

Quote:
Raapys said:
I tried using it in the 'movement amount' formula on the engines( i.e. tried setting movement point amount to 0 if no reactor present).

There's simply no way this will work.
Do we know functions DO work in the movement formula?
__________________
Hail Caesar!

L+ GdY $? Fr! C- SdS T!+ Sf+ Tcp A% M++ MpM R!- Pw+ Fq-- Nd-- RP+ G++
Reply With Quote
  #9  
Old December 9th, 2006, 11:53 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Component-dependant engines

Oh, they work. The problem is that some functions don't work in components.txt, including the ones you'd need for this trick.
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #10  
Old December 10th, 2006, 12:28 AM
Noble713's Avatar

Noble713 Noble713 is offline
Sergeant
 
Join Date: Aug 2000
Location: Garden-Variety State
Posts: 356
Thanks: 5
Thanked 0 Times in 0 Posts
Noble713 is on a distinguished road
Default Re: Component-dependant engines

Quote:
Phoenix-D said:
Oh, they work. The problem is that some functions don't work in components.txt, including the ones you'd need for this trick.
But you can also add abilities directly to ships in vehiclesizes.txt. When I've added movement-generation abilities using formulas to ship hulls, they never work.

For example, Combat Movement with the formulas Get Specific Component Count or Get Design Ability Total do nothing. So problems with the movement formula extend beyond just components.txt.
__________________
Hail Caesar!

L+ GdY $? Fr! C- SdS T!+ Sf+ Tcp A% M++ MpM R!- Pw+ Fq-- Nd-- RP+ G++
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:56 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.