Yeah, I figured that might be a problem for some...sorry, I tend to get a bit winded.eladan wrote:I'm not on as often as I'd like lately, and don't have a huge amount of time when I am on. Combine that with you writing a book every time you post, and, well...
Also, some of my previous post might just have become obsolete already as I just tested some alternatives to it. (sigh)
I understand. I'll just keep plugging away at things. I'm still cleaning up a lot of obsolete and legacy stuff, and trying to make what's in here more consistent. Like, in a few scripts, I cleaned up a lot of extra, redundant variables all trying to do the same work in different parts of the script. I don't know about the rest of you, but my editor is very laggy (it misses at least half of my keystrokes unless I t.y.p.e..v.e.r.y..s.l.o.w.l.y... Grr. So the less to have to scroll through, the better.I also still haven't looked at the scripts lately. Bear with me, I'm a bit busy with other stuff at the moment.
I'm also solving, at least for now, the problem of version updates vis-a-vis the tracker and safety scripts.
Where, previously, you needed to change the whole package version and re-run the game to update, if only for a small change in one script, now I'm using the command "<if> is a new script version available" to update things on-the-fly as I tweak and refine these always-running scripts. It's working quite well and no full restarts. When we release the new update, we'll need the legacy code, but this is good for my re-writes.
Beta stuff...? Do you mean that AL set for the FBC? That's the only thing I remember, ATM. I got that last year and still have a copy of it laying around here... Been putting off studying up on AL processing till I can get a few others straightened out first.I don't mind. Do you have my beta stuff? If not, do you want it?jumbled wrote:I'm just taking free license to have a whack at everything. Hope you don't mind.
I'm basically making incremental changes till I get something right and working properly. My current project being an almost complete re-write of the TF assault stuff.
BTW, I just tested out a portion of my ship Friend/Foe process. I decided to...um..."volunteer" a passing Paranid M3 weapons transport for some field testing (you know these Paranid...always willing to help out the less fortunate ). I set him to "foe" with commands of "Kill ship x", then again as "kill all", and lastly "Command None" (to let race AI take back control), and see what happens with one of my cpilot ships in the area. Each time, my pilot saw the errant ship and deactivated the foe status since he was marked as "friend" in the ship config (not the command menu switches, my internally stored copies of data from the last update).
So...no more friendly-fire, oops, you've lost recognition...problems.
Of course, if you WANT to make war on the Paranid (or anyone else in your ship command F/F switches), you can just change the setting, re-update, and blast away. This is now all monitored in plugin.cpilot.gocombat, which, BTW, I'm also going to make more of a permanent feature, like the tracker, only put to sleep on occasion (like if docked or "resting"). So pilots who get left out in the cold may look like they're sleeping, but it'll be more like dozing off with one eye open.
Combine an always-running gocombat and cpilots with F/F awareness, in ALL ships out on patrols (including menu "Patrol Sector" commands), and it would've fixed a problem I was having a long time ago where ships were making war on several race ships all over the place and I couldn't figure out why. Also, it can provide a way for cpilots to be used on sector patrols without any extra coding (the Patrol Single/Multi Sector cmds should do the trick).
As soon as I finish up with some of my current ideas (which is hard since I keep getting new ones as I move along), I'll let you know.dminor wrote:And I'm willing to break it... umm .. I mean test, ya test it.