Mini Mods for Scenarios
Hello together, feel free to share your own "bits" and "pieces" you made for your adventures. Maybe even daid will find the one or another idea to implement it on the Game itself.
(On this Point, thanks daid for the Game! Awesomework!)
Sry for my ugly Scripting, I`m not a programmer and I`m only trying to make it work somehow.
Here my idea for "Coolant Venting":
In case Science Officer gets to "trigger happy" with his new power you can put Engineering inbetween to give Science the allowance to vent his precious coolant.
This will work for "Jumpdrive"-Ships. If you have a warp ship, swap out the last "warp" with "jumpdrive".
(Of course most of you will know this already...)
Maybe someone can figureout a way to "autorecharge" coolant on a Station without the stupid GM-Button,... I`ll work on it but again, I`m more of an Ape trying to figure out how to work with a calculator then a programmer...
(On this Point, thanks daid for the Game! Awesomework!)
Sry for my ugly Scripting, I`m not a programmer and I`m only trying to make it work somehow.
Here my idea for "Coolant Venting":
-- Name: TESTBy "venting" the coolant the Science Officer get`s an Active Role in Combat, for once, you can instantly get rid off all heating at your System and you create a nebula to hide in and flee if you want to. As a trade off you loose a part of your coolant.
-- Description: TEST
-- Type: Basic
function init()
player = PlayerSpaceship():setFaction("Human Navy"):setTemplate("Atlantis"):setPosition(0, 0):setCallSign("Cerberus")
coolant = 0
coolant_lvl = nil
addGMFunction("Coolant", function() -- Reset Coolant
coolant = 0
coolant_lvl = nil
end)
end
function update(delta)
--player:addCustomButton("engineering", "Coolant_Venting", "Allow coolant venting", function()
player:addCustomButton("science", "Coolant_Override", "Venting coolant", function()
if coolant == nil then coolant = 0 end
coolant = coolant + 1
if coolant == 1 then
coolant_lvl = 3
for _, system in ipairs({"reactor", "beamweapons", "missilesystem", "maneuver", "impulse", "warp", "jumpdrive", "frontshield", "rearshield"}) do
player:setSystemHeat(system, 0.0)
player:removeCustom("Coolant_Override")
end
x_player, y_player = player:getPosition()
Nebula():setPosition(x_player, y_player)
--player:removeCustom("Coolant_Override")
end
if coolant == 2 then
coolant_lvl = 6
for _, system in ipairs({"reactor", "beamweapons", "missilesystem", "maneuver", "impulse", "warp", "jumpdrive", "frontshield", "rearshield"}) do
player:setSystemHeat(system, 0.0)
player:removeCustom("Coolant_Override")
end
x_player, y_player = player:getPosition()
Nebula():setPosition(x_player, y_player)
--player:removeCustom("Coolant_Override")
end
if coolant == 3 then
coolant_lvl = 9
for _, system in ipairs({"reactor", "beamweapons", "missilesystem", "maneuver", "impulse", "warp", "jumpdrive", "frontshield", "rearshield"}) do
player:setSystemHeat(system, 0.0)
player:removeCustom("Coolant_Override")
end
x_player, y_player = player:getPosition()
Nebula():setPosition(x_player, y_player)
--player:removeCustom("Coolant_Override")
end
end)
--end)
player:commandSetSystemCoolantRequest("warp", coolant_lvl)
end
In case Science Officer gets to "trigger happy" with his new power you can put Engineering inbetween to give Science the allowance to vent his precious coolant.
This will work for "Jumpdrive"-Ships. If you have a warp ship, swap out the last "warp" with "jumpdrive".
(Of course most of you will know this already...)
Maybe someone can figureout a way to "autorecharge" coolant on a Station without the stupid GM-Button,... I`ll work on it but again, I`m more of an Ape trying to figure out how to work with a calculator then a programmer...
Comments
Maybe someone can tell how to make Docking or beeing Docked on ANY Station a valid if case for a button prompt.
You will need to change the setTemplate ships since I use my own models and templates.
https://github.com/TolotosRhodan/EE-MotU/blob/Test/scenario_carrier.lua
Ship will drop Warpability at 5 U range to enemy and Deploys First Squadron. At 4,5 U Range it will deploy second Squadron around the Carrier.
Alls Squadrons are set to "Defend the Carrier".
If alle Enemys are kill/out of Range (5 U) the Squadrons get Dockingorder, as soon they Dock they disappear. If there are losses they will not spawn at next Enemy Contact.
Is there no Fighter left the Carrier regains Warpability. (That way the Carrier won`t Warpaway before all Fighter are back in the Hangar.
Have fun!
You can make up to 10 "player controlled" small Crafts. You need Relay to manage it.
You will also need to change or create your own setTemplate Ships to make it work.
You need a normal "Fighter" aka "Jäger" and a "Fighter P" aka "Jäger P" variant for playership. The same for Bombers.
Have fun!
https://github.com/TolotosRhodan/EE-MotU/blob/Test/scenario_playercarrier.lua
Sry for the German input, making these for German audience. If anyone needs help on translation. Just ask
btw anyone have an idea why I get a >"camera_position" not found in shader< ?
In Single Pilot I don`t get the additional "main screen".
I took the coolant function and putted it into a single File which you can load within your scenarion init with this:
require("mods/coolantexe.lua")
Script():run("mods/coolantexe.lua")
And the file from Github where the hole function is ready to go for your Singleship-Mission. I recommend to put it inside a mods folder insde of your script folder. So you will have it seperated from your scenarios.
Here the File:
https://github.com/TolotosRhodan/EE-MotU/tree/master/mods
Inside the file you can turn on the GM function, so far it is automatically working for the Players. But most if not all of you will manage to make it work anyway.
Hints and Tipps appriciated!
Still, it's a good idea. I'll probably add it to some of my scenario scripts.
Hope you gonne anjoy the mod. At least it's easy to implement now.
I will definitely enjoy the mod