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October 16th, 2006, 01:08 PM
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Re: Modding SEV Thread Questions
A basic repair for colonies is essential IMO. Otherwise damaged facilities will never be repaired and it is quite unlogical that you can build new facilities, upgrade facilities but not repair them!
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October 16th, 2006, 01:14 PM
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Brigadier General
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Re: Modding SEV Thread Questions
Is there a way to build a component which has a restriction that limits the total number that can be carried? For example:
The Mega Toaster
The mega toaster can toast all bread in the blink of an eye; however, due to the power draw only 1 per 100 hull spaces can be used.
*Mega Toaster Inc. is not responsible for burnt slices or charring of crust. 
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October 16th, 2006, 02:22 PM
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General
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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? For example:
The Mega Toaster
The mega toaster can toast all bread in the blink of an eye; however, due to the power draw only 1 per 100 hull spaces can be used.
*Mega Toaster Inc. is not responsible for burnt slices or charring of crust.
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Sure, I guess you'd have to give it some unique ability that does nothing (like "AI Tag 1"), then do a requirement that Get_Component_Ability_Count("AI Tag 1") <= Get_Vehicle_Hull_Tonnage() / 100... (not entirely sure about the names of those functions)
Now if you could just restrict based on component NAME that would be much easier... but I never tried that and don't have the function list handy, so it might already be possible 
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October 16th, 2006, 02:26 PM
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National Security Advisor
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Re: Modding SEV Thread Questions
Note: depending on where you use it, Get_Vehicle_Hull_Tonnage has a tendancy to return 0.
It works in the weapon enhancement file, but I've yet to have it work in components.txt.
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October 16th, 2006, 02:40 PM
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Shrapnel Fanatic
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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?
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You must have missed this thread:
http://www.shrapnelcommunity.com/thr...&Number=447917
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October 16th, 2006, 02:59 PM
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Brigadier General
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Re: Modding SEV Thread Questions
Quote:
Imperator Fyron said:You must have missed this thread:
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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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Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
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October 16th, 2006, 03:28 PM
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Shrapnel Fanatic
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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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October 16th, 2006, 03:34 PM
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Shrapnel Fanatic
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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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October 16th, 2006, 04:30 PM
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Brigadier General
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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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Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
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October 16th, 2006, 04:33 PM
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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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