Ambrosia Garden Archive
    • Is it possible to make EVN evaluate a ncb set string on non-lethal bomb detonation?


      For my routine maintainence plugin, i would like to know if it would be possible for the following situation to occur:
      Player is told many times that there is something wrong with thier ship's main reactor, and the ship starts the handle worse and worse. They ignore this. They are warned that something could go very wrong if they dont fix it. They again ignore this. A cron grants them a non-lethal bomb outfit that blows up. When it blows up, i would like to have the ship granted an ouftit that makes it handle horribly and disables it's shields (the ship is opperating on emergency power, and can only run engines are very low power, and cant power the shield generators).
      To do this i would need to have an NCB set string activated on the bomb detonation (or i think i would.... - cant see a way around it) to grant the item to mess up the player's ship stats)
      -Az

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    • Quote

      Originally posted by Azratax2:
      an NCB set string activated on the bomb detonation

      If I read the Nova bible correctly, that would be the OnSell field for the outfit that is the bomb.

      'glove

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    • Just tried that. Doesnt work.
      -Az

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    • I come back from reading the öutf part of the Bible, and there's nothing about bit testing when a bomb (lethal or not) explode.
      I'm sorry, it look like it's undoable.

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      (url="http://"http://www.evula.com")EVula(/url) | (url="http://"http://www.Evula.com/survival_guide")EVula's survival guide(/url) | (url="http://"http://pftn.evula.net")Pilot File Trade Network(/url) | (url="http://"http://www.ev-nova.net")EV-Nova(/url) | (url="http://"http://home.comcast.net/~slagblah/")Slagblah's home page(/url) | (url="http://"http://home.comcast.net/~slagblah/pilotlog.html")pilotlog(/url)
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      Visit my (url="http://"http://perso.wanadoo.fr/straven")home page(/url) !
      My plugins: ( (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/show.pl?product=evn&category;=plugins&display;=date&file;=outfits_enabler_v1.1.sit")Outfit Enabler(/url) ) | ( (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/show.pl?product=evn&category;=guides&display;=date&file;=ResUsedList_v1.0.6.txt.sit")ResUsedList(/url) ) | ( (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/show.pl?product=evn&category;=plugins&display;=date&file;=Mission_Expansion_v1.0.0.sit")Mission Expansion(/url) )

    • You could use a recursive crön to test for the presence of the oütf, couldn't you?

      Materials:
      Two oütfs, #317 (bomb) and #318 (crappy steering)
      One ncb #256
      One crön

      Step 1) b256 & G317
      (use whatever mode of delivery you deem appropriate - mission, crön, OnBuy)

      Step 2) a crön

      EnableOn: !O317 b256 (conditions - must have no oütf #317 (bomb) (since it detonated and removed itself) and bit 256 must be set)
      OnStart: G318 !b256 (consequence - grant oütf #318 (crappy steering) and reset bit 256
      Flags: 0x0001 (make OnStart recursive)

      It might not take effect until after you land and take off, though.

      -reg

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      "Oh crap. I'm going to hell - I put the Bible next to Mein Kampf again."
      -Her Holiness, Pope Jenne "Kirby" Hubbs

    • Quote

      Originally posted by Regulus:
      **You could use a recursive crön to test for the presence of the oütf, couldn't you?
      -reg

      **

      You certainly could.. but like you said, it would require a landing for the ncb to go through- which for all intents and purposes does the trick, but doesn't do it very well. It just wouldn't be terribly convincing for the pilot to use the weapon then land on the nearest planet, take off, and have the changes occur then- theoretically, the change in steering or maneuvering or whatever would occur once the mass of the bomb was gone, not after landing at a planet, having a drink in the spaceport bar, then taking off again. 🙂

      _bomb

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      "I've over stayed a while..
      my time in exile..."

    • I believe the mďsn resource's "OnShipDone" field is evaluated during gameplay, although I've never tested it. Perhaps we could have a situation somewhat as follows:

      Two shďps, untargetable, invisible. One has a wëap - self destructing, homing, very fast, unjammable.

      Create a mďsn in which the ShipGoal is to kill the Special Ships. For the Special ship düdes, select the unarmed dummy say, 75% of the time and the armed dummy 25% of the time. Special ship number to 1.

      Then, when the armed variant is invoked, in fires upon you (causing an explosion) and destroys itself (satisfying OnShipDone) which could conceivably be used to grant an oütf causing mechanical failures.

      -reg

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      "Oh crap. I'm going to hell - I put the Bible next to Mein Kampf again."
      -Her Holiness, Pope Jenne "Kirby" Hubbs