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Making neutral ships stop moving and firing

posted Oct 19, 2011 20:54:45 by Vorus
Does anyone know how to make a neutral ship appear, and then just sit there and take a pounding without moving or fighting back?

I've tried altering the topSpeed and turnRate properties, with no sucess. I THINK I got them to not fight back by using the systemDamageBeam property, but that didn't work the second time. (Though I had changed other stuff the second time that might have interfered.)

What's odd is that in the mission, the physical ships DO seem to sit still, but the ICONS fly around like normal, it's very odd. Basically, I just don't know if I'm doing it wrong, or if it's still just a hard thing to do. I guess I could just create a new ship type in the VesselData file that doesn't move or have guns, but I was hoping there is a scripting way to do it.

Thanks
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Khomerex nal Khesterex

The unofficial Artemis Wiki, your best source for Artemis Information
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9 replies
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Mike_Substelny said Oct 20, 2011 00:57:41
Set the top speed and turn rate to a small non-zero number (0.0001).

To keep it from firing you could use the cargo sloop. It has no beams.

Assuming your story needs a USFP destroyer the ship will try to repair itself, so you may need to damage the beam every minute or two.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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Vorus said Oct 20, 2011 01:05:40
Ah, so it doesn't like actual zeroes? Interesting.

Actually, it's a Klingon ship. :P But I wondered about it trying to repair itself, so I just planned on creating an event based on a "if_exists" statement for the ship itself, just to make sure it stays damaged.

In any case, thanks for the help, I was hoping you would respond. :)
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Khomerex nal Khesterex

The unofficial Artemis Wiki, your best source for Artemis Information
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Vorus said Nov 16, 2011 01:02:33
Is there any other way to do this, because my code NEVER freaking works, and it's getting on my nerves...

<create type="neutral" hulltype="5" x="91990" y="0" z="57200" name="Dresden" angle="90" fleetnumber="2"/>
<set_object_property name="Dresden" property="topSpeed" value="0.001"/>
<set_object_property name="Dresden" property="turnRate" value="0.001"/>


The stupid thing is still flying around just fine. What am I doing wrong?



<EDIT> Correction: The ship itself is stationary, but the Icon is still flying around. And since SCI tracks the icon and not the model, players won't know that the ship is still stationary, they'll follow the icon. Has anyone else seen this?
[Last edited Nov 16, 2011 01:28:00]
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Khomerex nal Khesterex

The unofficial Artemis Wiki, your best source for Artemis Information
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Mike_Substelny said Nov 16, 2011 21:28:15
Vorus, your problem might be the fleet number. Fleet numbers have caused me all sorts of grief with enemies, so I know that parameter can have a powerful effect. And I don't think that neutrals are supposed to have fleet numbers at all. So if you just remove the fleet number your code might work.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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Martok42 said Nov 17, 2011 00:33:38
Oh yeah, when I coded my last mission I had to make several ships not in fleets at all because for some reason they wouldn't do what I wanted them to. It was like their fleet programming messed with what I was telling them to do. Good idea.
[Last edited Nov 17, 2011 00:41:35]
A vital mission, impossible odds and a ruthless enemy, what more could we ask for?

Follow the Star Trek, Into The Breach mod for Artemis: NegativeZone
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Vorus said Nov 17, 2011 00:51:17
Sigh, I had high expectations. But no, that didn't help. Well, it did help, just didn't fix everything. What's odd is that when I get close to the ship itself, the icon jumps back into position with the ship, and then slowly moves off again. If I leave and come back to the ship, the icons jumps back into position again. Very strange.

I guess I haven't tried it in Windows yet, maybe it's another wine bug. (Streaming videos to our TV computer at the moment, or I'd try it right now.) I'm about to give up on the idea again, and just create a duplicate ship in the vesselData file that has no engines, and then just swap them out when I need the ship to move...
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Khomerex nal Khesterex

The unofficial Artemis Wiki, your best source for Artemis Information
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Martok42 said Nov 17, 2011 04:07:03
I did all my coding in Wine and never got that sort of glitch. In fact I havent seen that glitch at all, anywhere. When Im back in Linux I will run that particular piece of code and see what I get.
A vital mission, impossible odds and a ruthless enemy, what more could we ask for?

Follow the Star Trek, Into The Breach mod for Artemis: NegativeZone
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quitofilms said Jan 19, 2012 15:37:34
Vorus: Correction: The ship itself is stationary, but the Icon is still flying around. And since SCI tracks the icon and not the model, players won't know that the ship is still stationary, they'll follow the icon. Has anyone else seen this?


Haven't seen another comment about this, but following those steps, yes, my icon is moving on the LRS while on VIS the ship is staying stationary...not just slowly moving either, like really moving along...it stops moving in LRS when I get next to it

weird...
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Mike_Substelny said Jan 20, 2012 14:18:43
I believe this has to do with the way the server communicates the position of AI ships with the consoles. The consoles make some assumptions about what an AI ship is doing; the server makes no assumptions. In procedurally generated missions the assumptions are always right, but in mission scripts they are sometimes wrong.

If you play the latest version of "Havoc in the Hamak Sector" you may notice that the Unknown Tachyon Sources appear in one place on main screen ("true" location) and another on the console screens ("false" location). Exactly where the consoles will put them seems unpredictable. In practice this means that in order to lock onto a target directly ahead of Artemis, Weapons must sometimes click on an icon that appears behind Artemis on his/her console.

In that mission I explain it with a pop-up to the Science Officer saying "Unknown Tachyon Source #1 attempting to jam weapons lock."

In my mission scripts I have been dealing with this "feature" of the Artemis software for a long time. Until now players have hardly noticed it. But Thom is aware that this causes a problem for some mission scripts and I believe he is working on a solution.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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