[SCR] Flare! (v1.30, 22.09.08)

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Gazz
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[SCR] Flare! (v1.30, 22.09.08)

Post by Gazz » Sun, 21. Sep 08, 18:52

(Das entsprechende deutsche Topic ist hier.)

Let there be light!

Ever crashed into an asteroid because all you saw was a black spot on the black background?

[ external image ] before - after [ external image ]
  • There is now a hotkey to... drop a flare 2km behind your ship.
  • This uses up 1 missile.

    Type of used missile and resulting flare duration:

    Code: Select all

    1. Firefly / Feuerfalter   105 s
    2. Dragonfly / Libelle     150 s
    3. Aurora                  150 s
    4. Mosquito                 45 s
    Other missiles are not used.
  • Missiles that "burn longer" also shine a little brighter.
    A mosquito is still far better than no light at all...

    The light grows slightly darker as the flare burns out.
  • If you click multiple times, you use up 1 missile for each click but the flare duration doubles with every click.
    Convenient if you're planning to stay in this sector for a while.
  • If you are targeting one of your own ships, this ship will drop a flare using the same rules.
    Having to transfer the missile to your personal ship before you can launch a flare would be silly...
[ external image ] (ZIP)
Last edited by Gazz on Mon, 22. Sep 08, 21:40, edited 4 times in total.
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shilhi
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Post by shilhi » Sun, 21. Sep 08, 21:16

Neat. Thats pretty cool. I've run into stations and asteroids a couple times because I couldn't see them.

And I know stations have that box around them, but I couldn't see how far the parts of it were sticking out, and I ran into that. lol

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s9ilent
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Post by s9ilent » Mon, 22. Sep 08, 00:04

Heh, that's a pretty cool idea.

How come your sun doesn't destroy everything thou?
When ever I accidentally moved a sun to close to a ship (in the galaxy editor) it always made me blow up?

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Gazz
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Post by Gazz » Mon, 22. Sep 08, 07:21

Because... I'm not creating it in the GE? =)

The core function of the script will stay as is but I'll allow more missile types as ammo. At least the dumbfire ones so they would have one purpose in game. =)
Will have to see how it balances out.
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A5PECT
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Post by A5PECT » Mon, 22. Sep 08, 07:28

Hmm, could you get an AI-piloted ship to drop a flare under certain conditions?

Say, after losing a certain amount of shields? :wink:
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Gazz
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Post by Gazz » Mon, 22. Sep 08, 07:33

I'd rather not.
X3 doesn't handle multiple light sources very well. That's why I went with the "longer burning flare" instead of multiple ones when you use multiple missiles as ammo.
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A5PECT
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Post by A5PECT » Mon, 22. Sep 08, 07:35

Ah, okay. A fine script at any rate.

Keep up the good work, I'm expecting it for Terran Conflict. :D
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KilleRTidE
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Post by KilleRTidE » Mon, 22. Sep 08, 08:59

lol, whay to go Gazz :D

I love it already... My own personal flashlight!

I'm one of those that hits roids with easy, mostly because i like my overtuned ships to ride very fast... Too much fast ;)

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Gazz
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Post by Gazz » Mon, 22. Sep 08, 21:33

Version 1.30 released.

Firefly/Dragonfly now have some kind of purpose in X3.
It's not much but hey...
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Carlo the Curious
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Post by Carlo the Curious » Tue, 23. Sep 08, 00:32

neat. But why behind rather than in front?

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Gazz
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Post by Gazz » Tue, 23. Sep 08, 08:06

So you want to see something in front of you.
You light a magnesium torch... and hold it right before your eyes?
Try that some time. =P
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cale_online
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Post by cale_online » Tue, 14. Oct 08, 15:32

any chance this can be convterted to "headlights"? or wont x3 allow moving light sources?

the ammount of times i've tried hiding behind an asteroid and bumped into it cos its dark is annoying!

or flown at full speed into a mini rock cos it was black, done that alot too!

Nexuswolf
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Post by Nexuswolf » Fri, 30. Jan 09, 08:47

I second this request for headlights, maybe a different script or something, would come in useful ^_^

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Post by someone else » Wed, 8. Apr 09, 20:55

goood man! that's very good work this!

I always find strange that a hi-tech ship can survive without something to light its surroundings
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Post by Tritous » Fri, 24. Apr 09, 08:17

2 days ago my housemate shouted at me "ROCK!"

thud

luckily i was in an otas ship which regenerates, butto be down to 30% hull and being chased by a pirate m2 and co. while I was in a damaged m6 wasnt great.

for some reason when i use this i get the opposite result: the flare creates darkness, it's an anti flare?
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Post by xxx73 » Mon, 27. Apr 09, 03:03

I installed this script but I cant find any hotkey to setup. Do I have to activate something beside "thereshallbewings"?


Edit: After some more testing I found out that it was overwritten by a hotkey from another mod. Generally, is there a way to find hotkey conflicts before I activate scripts, and how can I fix them?

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