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Radiation squad

Posted: Tue Aug 18, 2009 2:08 pm
by ClymAngus
The Radiation squad, It's like having a small sun on your ship.

If your a cowardly pilot, high tech systems might offer you another way out of your trumble problem.

Unfortunately radiation may clean your ship but it also stands a very good chance of frying your kit. But then being slapped with a huge repair bill is the price you might have to pay to be trumble free.

Basically this oxp idea is a quick script that offers to turn off your trumble status but forces an N value wear and an N percent chance of damage to all bought ships systems. Forcing a massive repair bill.

Well it's that or the sun.

Posted: Tue Aug 18, 2009 2:11 pm
by Diziet Sma
:shock:

Posted: Tue Aug 18, 2009 2:30 pm
by Thargoid
From memory of past experimentation, it's currently not possible to de-trumble yourself via a script (at least directly, whether it works by playing with the cabin temperature is another question). The trumble counter is a read-only one, at least as far as JS is concerned.

Posted: Tue Aug 18, 2009 2:37 pm
by ClymAngus
then we replicate the cause. put cabin temperature up in the highs.

if trumble = yes then set temp to high

and let the coding take care of itself. We can do if statements can't we?

Posted: Tue Aug 18, 2009 2:40 pm
by Commander McLane
Ditto to Thargoid here. Trumbles are taboo for scripters.

And the cabin temperature approach would be at least very difficult. The cabin temperature has an in-built cooling factor, upon which I stumbled while scripting the Flying Dutchman. While it is possible to set the temperature to a high value, it drops instantly as long as you're in open space. So in order to maintain a high temperature you have to set it constantly with a loop. However, I haven't found a way yet to slow the loop execution down sufficiently. These darn new computers are just too fast. :shock: Even if the temperature is reset 100 or 1000 times in a loop, there is no visible difference to setting it only once. It just happens instantly, and in the next moment the temperature is back to normal. :?

Posted: Tue Aug 18, 2009 2:40 pm
by Diziet Sma
ClymAngus wrote:
then we replicate the cause. put cabin temperature up in the highs.

if trumble = yes then set temp to high

and let the coding take care of itself. We can do if statements can't we?
Which pretty much is what you'd be doing anyway... microwaving the little darlings like that.. :twisted:

Posted: Tue Aug 18, 2009 2:40 pm
by Thargoid
ClymAngus wrote:
then we replicate the cause. put cabin temperature up in the highs.

if trumble = yes then set temp to high

and let the coding take care of itself. We can do if statements can't we?
Yup. I seem to recall it not working as I expected when I tried it out though, although that was only a quick and simple test without too much effort involved. My experiences were much like McLane describes above, with similar issue about maintaining it.

Posted: Tue Aug 18, 2009 4:27 pm
by DaddyHoggy
Odd, this thread keeps appearing as "unread" even after I've read...

Posted: Tue Aug 18, 2009 7:09 pm
by Thargoid
DaddyHoggy wrote:
Odd, this thread keeps appearing as "unread" even after I've read...
It's them there trumbles getting into the works and messing things up :twisted:

Posted: Wed Aug 19, 2009 7:21 am
by Diziet Sma
DaddyHoggy wrote:
Odd, this thread keeps appearing as "unread" even after I've read...
Happens to me too now and then.. even using the "Mark all topics read" only fixes it temporarily.. now when it starts happening (it will do it with some threads and not others) I delete my aegidian.org cookies and log in again.. that fixes it for a month or two..

Posted: Wed Aug 19, 2009 8:47 am
by ClymAngus
DaddyHoggy wrote:
Odd, this thread keeps appearing as "unread" even after I've read...
That's because it's magic. Beware my voodoo!

Hmm there's got to be something else about getting close to a sun, that keeps it up there. Some sort of repeating math.
Sounds like a pain in the ass, for such a small idea. If people want it that badly then they'll just have to find the sun sweet spot, and hack out the trumble pod part of the cargopod oxp (much easier). :)

Still thanks for taking a look!

Posted: Wed Aug 19, 2009 8:54 am
by Cody
Voodoo! Is that because you think in Hex?

Posted: Wed Aug 19, 2009 9:00 am
by ClymAngus
El Viejo wrote:
Voodoo! Is that because you think in Hex?
If I thought in Hex I wouldn't have to ask.