I was wondering if it is possible to add a sub target menu. Could use part of cycrows cheat script to remove and reset ships with new values... IE Attacking a large TL or M1, M2 ... go to the target menu, select Sub Target.
A drop down list shows Shields, Engine, Life Support, Docks, Ammo Caches, you get the idea. I select Target Engine. If the shields are down and if possible depending where you are in comparison to the targeted ship (behind the ship to target engine, on top of or in front of for bridge (by comparing my X Y Z coordinates and direction of travel to the targeted ships X Y Z coordinates and its direction of travel)) Then the weapon used has a % chance of damaging the targeted part of the ship. If its engine then it would remove some of the engine tunings, Bridge has a small % chance to kill members of the bridge removing the ownership tag, or removing some of the turning capabilities. Hitting a dock would have a % chance to destroy ships on board, if ammo caches then there's a % chance it would cause internal explosions causing more damage.. You get the idea, I would attempt this script myself however I do not know how to script. This seems possible due to cycrows cheats being able to edit ships, along with other mods and scripts out there. Also any feedback on whether this would be a welcome script and any other ideas that would add to this script..
Thanks for taking the time to read my lengthy post..
Zernon
(Request) Sub Targeting IE target engine. Target Shield....
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That is an interesting idea, Zernon.
It would have to be a special-purpose, script-controlled, weapon. Like an EMP weapon or something along those lines. It would not use the normal laser aiming, firing, or shooting. It would probably be fired by a hotkey rather than your joystick trigger or mouse click.
Since it would not use the normal calculations for hit-or-miss based on aiming, turning, and relative speed, you would have to figure out some other way to balance it. Maybe it requires a long recharge time. Maybe it drains your own ship's laser or shield energy. Or slows your own ship temporarily.
But, yes, it could be done.
Now all you have to do is learn how to script so that you can create it.
It would have to be a special-purpose, script-controlled, weapon. Like an EMP weapon or something along those lines. It would not use the normal laser aiming, firing, or shooting. It would probably be fired by a hotkey rather than your joystick trigger or mouse click.
Since it would not use the normal calculations for hit-or-miss based on aiming, turning, and relative speed, you would have to figure out some other way to balance it. Maybe it requires a long recharge time. Maybe it drains your own ship's laser or shield energy. Or slows your own ship temporarily.
But, yes, it could be done.
Now all you have to do is learn how to script so that you can create it.

Peace through superior firepower
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Considering I cant even figure out how to make a menu in the custom menu, let alone in combat menu, I doubt I will get this to work, lol. However, I was hoping a scripter would like the idea. Why can't a regular weapon be the one to damage said targeted system? Isn't there a way to check to see if a ship was damaged by a weapon blast, and if so then check to see if the targeted system fell within the % needed to cause damage? I know that other scripts can check for shields being down, and like the bail out scripts, can check a % of the hull has been depleted. I know this script could be considered a bit CPU intensive if it has to check every laser blast by every ship that uses sub targeting. Could be an expensive targeting computer component to compensate.
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Menus are actually harder than other script elements. Start scripting by using a hotkey to launch your script -- that is the easiest kind of user interface to write.
Hull and shields can be detected (and altered) during normal combat, but other subsystems can only be destroyed. If you fire the exotic weapon from the joystick trigger, then the script would not have control.
Adding new equipment (a weapon), and maybe a very slow bullet, are mods rather than scripts. Even though equipment can, maybe, be added by the Plugin Manager, it still adds a layer of potential incompatibility that is unnecessary if fired from a hotkey. I'm not saying "impossible" -- just "more difficult".
One cure to all of the above is to fire the weapon from a hotkey. It is not the only way, but it is the most direct way.
If this special weapon is only fired by the player, then performance will not be a problem.
I liked the idea enough to suggest it in the Community Project that is currently in the design phase. It got a thumbs-up from one of the EgoSoft "sponsors" there, so you may get your wish that somebody else will develop it. Be patient, though, because the Community Project is currently scheduled for after the holidays.
Hull and shields can be detected (and altered) during normal combat, but other subsystems can only be destroyed. If you fire the exotic weapon from the joystick trigger, then the script would not have control.
Adding new equipment (a weapon), and maybe a very slow bullet, are mods rather than scripts. Even though equipment can, maybe, be added by the Plugin Manager, it still adds a layer of potential incompatibility that is unnecessary if fired from a hotkey. I'm not saying "impossible" -- just "more difficult".
One cure to all of the above is to fire the weapon from a hotkey. It is not the only way, but it is the most direct way.
If this special weapon is only fired by the player, then performance will not be a problem.
I liked the idea enough to suggest it in the Community Project that is currently in the design phase. It got a thumbs-up from one of the EgoSoft "sponsors" there, so you may get your wish that somebody else will develop it. Be patient, though, because the Community Project is currently scheduled for after the holidays.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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I am glad to see others think it is a good idea also. I am a noob when it comes to scripting, but I have lots of ideas. I need to learn to script so I can see the difficulties you scripters go through... My question is Can a script control what elements on board a ship during combat be removed? For instance, if I damage the ships shields, then have it remove a 2 gig shield and put a 1 gig shield in its place, thus removing good chunk of the shield, if I keep hammering on it, can it remove all shields leaving it with no shielding at all, same goes for engine tunings. making the ship very slow, rudder to make its controls seam sluggish. The idea was a person to be able to set this as maybe a wing command eventually. The Item I was going to use was Fight MK2 for installed component. since its already programmed in... However now that the scripters have the idea I leave it up to you for your professional guidance...
Zernon
Zernon
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Yes, it is possible, and it is a very interesting idea. However, it runs the risk of being over-powered if the player can use it. Have you thought about how you might balance it?zernon916 wrote:Can a script control what elements on board a ship during combat be removed? For instance, if I damage the ships shields, then have it remove a 2 gig shield and put a 1 gig shield in its place, thus removing good chunk of the shield
Putting such a weapon on player-owned AI's could make the over-power thing extreme.
However, if we were to make this an enemy-NPC-only weapon, then it could be both fun and something scary for the player. It would have to be slow, in that event, but maybe enemy M2's could fire it a couple of times per minute, for example. Enough to make approaching the M2 more threatening than normal, but not impossible.
If you want to make this yourself, then you could contribute it to the Community Project. Or, *maybe*, somebody else will make it for the project. I cannot guarantee that, but there is at least some interest.
Peace through superior firepower
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I was hoping it would be a system that all npc ships could use. This will defently add to the challenge of the game. Think about a PPC fired at a ship while the subtarget was active on the engine. If the ppc hit the engine (low % chance) then the engine tunings would start to fail (script would remove a few depending on how much damage was done, thus having the damage done to the engines instead of the hull). Now picture that being your ship while you trying to cap another M2. Even going after a freighter could be challenging if the npc targeted you shields. Very costly also...
I know this is going to be a noob questions, however, Why cant it be another system like most other scripts are. Does it need to be a completely new weapon? Both ideas work, but would be nice to be able to use regular weapons, and have a better targeting computer. To futher balance the script lower the % chance that any damage is done. That and if damage is done, then minimize it compared to damage of weapon. with a MaxShield = MaxShield - % of damage or something, Not sure if that is possible... I dont know lol, I will leave it up to your guys best judgement... The scripting language confuses me...
Thanks again Drbullwinkle
Zernon
I know this is going to be a noob questions, however, Why cant it be another system like most other scripts are. Does it need to be a completely new weapon? Both ideas work, but would be nice to be able to use regular weapons, and have a better targeting computer. To futher balance the script lower the % chance that any damage is done. That and if damage is done, then minimize it compared to damage of weapon. with a MaxShield = MaxShield - % of damage or something, Not sure if that is possible... I dont know lol, I will leave it up to your guys best judgement... The scripting language confuses me...
Thanks again Drbullwinkle
Zernon