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  #191  
Old October 16th, 2006, 02:40 PM
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Default Re: Modding SEV Thread Questions

Quote:
President_Elect_Shang said:
Is there a way to build a component which has a restriction that limits the total number that can be carried?
You must have missed this thread:

http://www.shrapnelcommunity.com/thr...&Number=447917
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  #192  
Old October 16th, 2006, 02:59 PM
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Default Re: Modding SEV Thread Questions

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Imperator Fyron said:You must have missed this thread:
I do not want to force a ship type to have x many of weapon Toaster. If the designing player wants to put toasters on his ship I want to restrict how many they can emplace based upon the total tonnage; one per 100 tons to be exact. I did miss that thread and after scanning it I can see where you made 50% of the hull dedicated to fighter bays; however, as I mentioned this is not the type of restriction I want.
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  #193  
Old October 16th, 2006, 03:28 PM
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Default Re: Modding SEV Thread Questions

If you know the size of the hull, (which you do) then you know how many are allowed simply by doing the X per 100kt math.
Limit to that many. Done.


Restrictions are each an equation. If the equation evaluates to false, then the design is illegal. If it is true, the design is OK.
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  #194  
Old October 16th, 2006, 03:34 PM
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Default Re: Modding SEV Thread Questions

President_Elect_Shang said:
I did miss that thread and after scanning it I can see where you made 50% of the hull dedicated to fighter bays; however, as I mentioned this is not the type of restriction I want.


Well good, cause that is not at all what the thread is talking about. The 50% fighter bay requirement is already a part of SE5. The thread is about how to set up a max number or percentage of space you can use for specific types (or groups) of components (eg: weapons); it is in fact exactly what you want to do. You can't do it from the component itself, it has to be a restriction on each hull.
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  #195  
Old October 16th, 2006, 04:30 PM
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Default Re: Modding SEV Thread Questions

So you are saying give the component say “tag 1” then each ship size the restriction 1 tag 1 per 100 hull spaces. Won’t this cause the ship to NEED that component or else it will warn of an illegal design? Your light cruiser needs 50% fighter bays or it can’t be created correct?

From your thread:

Requirement 7 Description := This vehicle must have at least 50% of its hull dedicated to Fighter Bays

Making a ship take a certain number of a component is an old trick I know well. If I code something along this lines I will be forcing the player to take the component or else. Is there something else that I am missing? The Ultra-Toaster component MUST be purely optional. I managed a very dirty way to do this in SE4 but with SE5 it is another creature. I am trying to learn to mod all over again.

On another question is Aaron going to release a detail of the abilities that can be used for components, et-el?
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  #196  
Old October 16th, 2006, 04:33 PM
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Default Re: Modding SEV Thread Questions

Huh? The example is a carrier, so it has a fighter bay requirement as the source vehicle from the data file does. That is not what the thread is about though; look at the last requirement (the one the post tells you to add). It is a max space for AI Tag 01. There is no requirement to have any AI Tag 01 abilities present to have a legal design, just a maximum.

Aaron is working on some modding docs.
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  #197  
Old October 16th, 2006, 05:31 PM
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Default Re: Modding SEV Thread Questions

You can put whatever you like for the formulae; plug math and comparisons and boolean logic together like legos, and you can make whatever you want.

What is the source of confusion?
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  #198  
Old October 16th, 2006, 05:35 PM

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Default Re: Modding SEV Thread Questions

Shang, you're taking the example too literally.

First, the design requires LESS than 1 per 100; 0 is perfectly fine. Look at the engines for a stock example- every ship has a requirement that limits the amount of Standard Move you can have.

Second, the design linked is for a *carrier*. That is why it has the Fighter Bay requirement. Ignore that part, it isn't even relevent.
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  #199  
Old October 16th, 2006, 05:44 PM
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Default Re: Modding SEV Thread Questions

Now that question I can answer. The source of my confusion is in the Boolean and SE5. Specifically my experience with either is limited to what; three or four days now? I am learning as I go. My tech skills end at the tips of my fingers so-to-speak.

Ok now I have my focus on requirement 8. So you give all weapons AI Tag 01 and now the AI will only add three weapons. And this restriction will pass on to the player as well? They will only be able to add three weapons? Excellent! That is much better than my solution.

This misunderstanding/confusion is my fault, I’m so conditioned to looking at the “Requirement” list that I stopped reading when I reached the break between 7 and 8. As for it being a carrier I only noticed the post title “SE5 - Mod Out LCX as Early Warship”. LC to me is Light Cruiser and X means Experimental. What I will do now is read the thread in its entirety. As I said below I only scanned the thread.
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  #200  
Old October 16th, 2006, 06:04 PM
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Default Re: Modding SEV Thread Questions

SE4/5 make the Carrier's abbreviation be "CX", so I just appended a L to it. But I see that SE5 has just "LX" for light carrier. Sorry for the confusion.
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