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Restrict gold alien movement
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Ohmz
Sergeant
Joined: Mon Jul 08, 2002 2:00 am Posts: 8
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 Restrict gold alien movement
Is there any way to restrict a gold alien's movement? Specifically, I want one unique ship to stay planted in its homeworld sector as a guard, while the other non-unique ships could move around. I also tried setting it up as two separate races so that I can make specific changes to the "guard" to prevent movement, but I'm still unable to find a way.
The closest thing I could find was the "<I> Movement chance" setting in the Alien Editor page 1. However, that won't prevent the alien from moving entirely. In fact, I set it to 255 and it still moved around quite often, so I'm not even sure that setting works. I also tried a setting of 200, and then 100 to see if anything reduced the movement, and the alien continued moving pretty often (seemed to be every 30 seconds). I restarted the server between each test and no change. Anyway, I don't think that's what I'm looking for since it still allows even a low chance (if it were working properly) of movement.
Any ideas?
Thanks,
-Ohmz
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Sat Nov 17, 2018 10:38 pm |
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Lionmane
Chief Warrant Officer
Joined: Sun Apr 17, 2005 2:00 am Posts: 194 Location: USA
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 Re: Restrict gold alien movement
Deleted because there was obviously some misunderstanding.
_________________ The New Order 66.26.112.116:2002
MicroBlaster: http://www.microblaster.net/ServerDetai ... erverid=66
One day, the entire Tradewars 2002 fanbase will tremble at the mere mention of "Lionmane." Too bad it's not my name!?!?! -Krovach
Last edited by Lionmane on Sun Nov 18, 2018 7:46 pm, edited 1 time in total.
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Sun Nov 18, 2018 12:38 pm |
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Star Killer
Commander
Joined: Wed May 01, 2013 11:28 pm Posts: 1309 Location: Rural Indiana
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 Re: Restrict gold alien movement
Ohmz wrote: Is there any way to restrict a gold alien's movement? Specifically, I want one unique ship to stay planted in its homeworld sector as a guard, while the other non-unique ships could move around. I also tried setting it up as two separate races so that I can make specific changes to the "guard" to prevent movement, but I'm still unable to find a way.
The closest thing I could find was the "<I> Movement chance" setting in the Alien Editor page 1. However, that won't prevent the alien from moving entirely. In fact, I set it to 255 and it still moved around quite often, so I'm not even sure that setting works. I also tried a setting of 200, and then 100 to see if anything reduced the movement, and the alien continued moving pretty often (seemed to be every 30 seconds). I restarted the server between each test and no change. Anyway, I don't think that's what I'm looking for since it still allows even a low chance (if it were working properly) of movement.
Any ideas?
Thanks,
-Ohmz Lionmane's rude reply quoting me aside. There is currently no way to hold an alien in place in a sector. What i did for a game one time was to create an user account and place it in game as a trader. But not sure it would work for you as you want it to be in an alien sector. sk
_________________ Star Killer USA(RETIRED) Loyalty Above All Else Except Honor Playing with integrity is more important than winning HHT 2015 Champs: Cloud09 2015 Lottery Tournament Winning Team Member 2016 Big Game Draft Tournament Winning Team Member HHT 2016 Champs: Cloud09 HHT 2021 Champs(Just For Showing Up) HHT 2022 Champs(For 90mins of Play) Star Killer's Ice9 TWGS Viper's Pit V1 TWGS Website: http://sk-twgs.com Email: starkillerstwgs@yahoo.com Discord: Star Killer#0358 Ice 9 V2 TWGS: SK-TWGS.COM PORT 2002 Viper's Pit V1 TWGS: V1.SK-TWGS.COM PORT 2002 Now The Fastest TWGS in the West https://www.facebook.com/StarKillersTradeWars/ To help offset the server(s) hosting bill donate via PayPal to: starkillerstwgs@yahoo.com
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Sun Nov 18, 2018 7:26 pm |
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Ohmz
Sergeant
Joined: Mon Jul 08, 2002 2:00 am Posts: 8
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 Re: Restrict gold alien movement
Yeah, I thought of that too, but then I have to make sure the account doesn't expire. Or is there a roundabout way of preventing an account from being auto-deleted? Something like setting their "last day on" to -32767 perhaps? I also don't like that it shows up in the player rankings, but it's not the worst thing ever. I did find another way to do it, though not elegant either. I modified the sector it guards to only lead back out to sector 1, and made sure the alien race was set to avoid FedSpace. This is working so far, but it has the drawback of creating a new path back to sector 1. Regeneration also doesn't seem to be working in this scenario. Is there a way to mark a sector of choice as FedSpace protected? That would be a better solution than changing the sector warps. Then I could just mark the sector directly outside of the alien sector and not mess up the pathing. I've fiddled around with a few things and haven't figured out a way to do that yet. I'm not opposed to using a hex editor to do it if needed.  Thanks for your input. -Ohmz
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Wed Nov 21, 2018 3:37 pm |
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Helix
Ambassador
Joined: Wed Nov 12, 2008 8:57 am Posts: 3554 Location: Long Beach, CA
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 Re: Restrict gold alien movement
I believe you are looking for the Neutral Zone settings.
H
_________________ Helix Do I really look like a guy with a plan? You know what I am? I'm a dog chasing cars. Lest we forget I had to ask myself WWSGD?
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Thu Nov 22, 2018 12:44 pm |
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Star Killer
Commander
Joined: Wed May 01, 2013 11:28 pm Posts: 1309 Location: Rural Indiana
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 Re: Restrict gold alien movement
Ohmz wrote: Yeah, I thought of that too, but then I have to make sure the account doesn't expire. Or is there a roundabout way of preventing an account from being auto-deleted? Something like setting their "last day on" to -32767 perhaps? I also don't like that it shows up in the player rankings, but it's not the worst thing ever. I did find another way to do it, though not elegant either. I modified the sector it guards to only lead back out to sector 1, and made sure the alien race was set to avoid FedSpace. This is working so far, but it has the drawback of creating a new path back to sector 1. Regeneration also doesn't seem to be working in this scenario. Is there a way to mark a sector of choice as FedSpace protected? That would be a better solution than changing the sector warps. Then I could just mark the sector directly outside of the alien sector and not mess up the pathing. I've fiddled around with a few things and haven't figured out a way to do that yet. I'm not opposed to using a hex editor to do it if needed.  Thanks for your input. -Ohmz Yeah there are no way to set a sector that way except with a server side script running. the old Ice9 use to run stuff like that b4 I took over. I have all the scripts but have not been able to make them work. sk
_________________ Star Killer USA(RETIRED) Loyalty Above All Else Except Honor Playing with integrity is more important than winning HHT 2015 Champs: Cloud09 2015 Lottery Tournament Winning Team Member 2016 Big Game Draft Tournament Winning Team Member HHT 2016 Champs: Cloud09 HHT 2021 Champs(Just For Showing Up) HHT 2022 Champs(For 90mins of Play) Star Killer's Ice9 TWGS Viper's Pit V1 TWGS Website: http://sk-twgs.com Email: starkillerstwgs@yahoo.com Discord: Star Killer#0358 Ice 9 V2 TWGS: SK-TWGS.COM PORT 2002 Viper's Pit V1 TWGS: V1.SK-TWGS.COM PORT 2002 Now The Fastest TWGS in the West https://www.facebook.com/StarKillersTradeWars/ To help offset the server(s) hosting bill donate via PayPal to: starkillerstwgs@yahoo.com
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Thu Nov 22, 2018 7:28 pm |
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Ohmz
Sergeant
Joined: Mon Jul 08, 2002 2:00 am Posts: 8
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 Re: Restrict gold alien movement
Helix wrote: I believe you are looking for the Neutral Zone settings.
H Could you elaborate on that a little bit? I'm not aware of anything in TEDIT like that. Or are you talking about a concept rather than an actual setting in the editor? I did some digging on this forum using Neutral Zone as a search term, and I can see where others were doing something similar via FedSpace linking to block aliens into their own mini-verse. However, the design I'm after is a little different. I'm looking to keep 1 alien in 1 specific sector, without linking it's only warp out to sectors 1-10 or Stardock. There doesn't seem to be anything in the editor that allows you to mark a sector as Fedspace owned. Changing the Nebulae name to "The Federation" like the real Fed sectors doesn't make any difference either. That leads me to believe it's one of two things: 1) There is a hidden flag that marks sectors 1-10 and SD as Fed. If so, and you knew the data file structure, you could hexedit a sector to switch it to Fed. or 2) It is hard-coded to sectors 1-10 plus SD, no special toggle in the .dat file. In this event no manner of tinkering with data will get around it. As you can see, I'm trying to figure out a way to not link it to well known sectors, so that it doesn't immediately give the sector position away. I'd like to keep this alien sector relatively hard to find. Thanks, -Ohmz
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Fri Nov 23, 2018 10:42 pm |
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Ohmz
Sergeant
Joined: Mon Jul 08, 2002 2:00 am Posts: 8
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 Re: Restrict gold alien movement
Star Killer wrote: Yeah there are no way to set a sector that way except with a server side script running. the old Ice9 use to run stuff like that b4 I took over. I have all the scripts but have not been able to make them work.
sk So with a server side script, the best I've come up with would be to have it sit in TEDIT and change that particular alien's location every couple seconds back to the sector I want it to guard. The would mostly work, but I'm concerned it could cause a tug-of-war with the nonpserv.exe process for that alien race. Maybe it wouldn't actually have any serious impact. It's definitely on my list of things to try. I have other scripted events I'm planning to run server side, so it wouldn't be a big deal to add one more. My other concern would be making sure the script was always running properly, else the alien will wind up out in open space. It would require making sure the script was properly restarted and connected to TEDIT anytime the server was rebooted, for example. Speaking of server side scripts, if you'd ever like a hand dissecting those, I'd be happy to help. I'm not the best scripter out there, but I'm decent and with my systems engineering background, I also understand the server end well. I might be able to help bridge some gaps and get things working again. I also have spare servers I could run tests on so as not to impact the live games. It could be mutually beneficial - I might learn some new things and you might regain some lost functionality that made these games more unique.  -Ohmz
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Fri Nov 23, 2018 11:34 pm |
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Ohmz
Sergeant
Joined: Mon Jul 08, 2002 2:00 am Posts: 8
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 Re: Restrict gold alien movement
Just a follow-up for anyone curious. I spent some time dissecting the twsect.dat file (and others) and have come to the conclusion that Fed protected sectors must be hard-coded into the game. I took a backup of all the dat files, then changed the SD sector within TEDIT, compared the new dat files with the backups and identified all changes. There was nothing special set that identifies the sector as Fedspace, unfortunately. I'm about 99.9% confident in that statement at this point. Oh well, was worth a shot!
-Ohmz
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Sat Nov 24, 2018 2:20 pm |
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Star Killer
Commander
Joined: Wed May 01, 2013 11:28 pm Posts: 1309 Location: Rural Indiana
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 Re: Restrict gold alien movement
Ohmz wrote: Helix wrote: I believe you are looking for the Neutral Zone settings.
H Could you elaborate on that a little bit? I'm not aware of anything in TEDIT like that. Or are you talking about a concept rather than an actual setting in the editor? I did some digging on this forum using Neutral Zone as a search term, and I can see where others were doing something similar via FedSpace linking to block aliens into their own mini-verse. However, the design I'm after is a little different. I'm looking to keep 1 alien in 1 specific sector, without linking it's only warp out to sectors 1-10 or Stardock. There doesn't seem to be anything in the editor that allows you to mark a sector as Fedspace owned. Changing the Nebulae name to "The Federation" like the real Fed sectors doesn't make any difference either. That leads me to believe it's one of two things: 1) There is a hidden flag that marks sectors 1-10 and SD as Fed. If so, and you knew the data file structure, you could hexedit a sector to switch it to Fed. or 2) It is hard-coded to sectors 1-10 plus SD, no special toggle in the .dat file. In this event no manner of tinkering with data will get around it. As you can see, I'm trying to figure out a way to not link it to well known sectors, so that it doesn't immediately give the sector position away. I'd like to keep this alien sector relatively hard to find. Thanks, -Ohmz He was being a smart-ass there are no such settings sk
_________________ Star Killer USA(RETIRED) Loyalty Above All Else Except Honor Playing with integrity is more important than winning HHT 2015 Champs: Cloud09 2015 Lottery Tournament Winning Team Member 2016 Big Game Draft Tournament Winning Team Member HHT 2016 Champs: Cloud09 HHT 2021 Champs(Just For Showing Up) HHT 2022 Champs(For 90mins of Play) Star Killer's Ice9 TWGS Viper's Pit V1 TWGS Website: http://sk-twgs.com Email: starkillerstwgs@yahoo.com Discord: Star Killer#0358 Ice 9 V2 TWGS: SK-TWGS.COM PORT 2002 Viper's Pit V1 TWGS: V1.SK-TWGS.COM PORT 2002 Now The Fastest TWGS in the West https://www.facebook.com/StarKillersTradeWars/ To help offset the server(s) hosting bill donate via PayPal to: starkillerstwgs@yahoo.com
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Tue Nov 27, 2018 12:39 am |
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Star Killer
Commander
Joined: Wed May 01, 2013 11:28 pm Posts: 1309 Location: Rural Indiana
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 Re: Restrict gold alien movement
Ohmz wrote: Star Killer wrote: Yeah there are no way to set a sector that way except with a server side script running. the old Ice9 use to run stuff like that b4 I took over. I have all the scripts but have not been able to make them work.
sk So with a server side script, the best I've come up with would be to have it sit in TEDIT and change that particular alien's location every couple seconds back to the sector I want it to guard. The would mostly work, but I'm concerned it could cause a tug-of-war with the nonpserv.exe process for that alien race. Maybe it wouldn't actually have any serious impact. It's definitely on my list of things to try. I have other scripted events I'm planning to run server side, so it wouldn't be a big deal to add one more. My other concern would be making sure the script was always running properly, else the alien will wind up out in open space. It would require making sure the script was properly restarted and connected to TEDIT anytime the server was rebooted, for example. Speaking of server side scripts, if you'd ever like a hand dissecting those, I'd be happy to help. I'm not the best scripter out there, but I'm decent and with my systems engineering background, I also understand the server end well. I might be able to help bridge some gaps and get things working again. I also have spare servers I could run tests on so as not to impact the live games. It could be mutually beneficial - I might learn some new things and you might regain some lost functionality that made these games more unique.  -Ohmz Well i have to admit i am not a scripter. I have friends write mine. lol sk
_________________ Star Killer USA(RETIRED) Loyalty Above All Else Except Honor Playing with integrity is more important than winning HHT 2015 Champs: Cloud09 2015 Lottery Tournament Winning Team Member 2016 Big Game Draft Tournament Winning Team Member HHT 2016 Champs: Cloud09 HHT 2021 Champs(Just For Showing Up) HHT 2022 Champs(For 90mins of Play) Star Killer's Ice9 TWGS Viper's Pit V1 TWGS Website: http://sk-twgs.com Email: starkillerstwgs@yahoo.com Discord: Star Killer#0358 Ice 9 V2 TWGS: SK-TWGS.COM PORT 2002 Viper's Pit V1 TWGS: V1.SK-TWGS.COM PORT 2002 Now The Fastest TWGS in the West https://www.facebook.com/StarKillersTradeWars/ To help offset the server(s) hosting bill donate via PayPal to: starkillerstwgs@yahoo.com
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Tue Nov 27, 2018 12:41 am |
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Lionmane
Chief Warrant Officer
Joined: Sun Apr 17, 2005 2:00 am Posts: 194 Location: USA
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 Re: Restrict gold alien movement
Um... I have a question regarding gold aliens, but not related to movement:
How do gold aliens accumulate experience? There is a setting in Tedit under "3) Alien Race Editor" and then "3) Spawning Profile" for "(C) Experience" that allows you to set the rate at which they accumulate experience.
I would speculate that it's simply calculated based on the variables presented in the Spawning Profile. And maybe other actions would yield "bonus" experience: trading, fighting, etc?
_________________ The New Order 66.26.112.116:2002
MicroBlaster: http://www.microblaster.net/ServerDetai ... erverid=66
One day, the entire Tradewars 2002 fanbase will tremble at the mere mention of "Lionmane." Too bad it's not my name!?!?! -Krovach
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Thu Nov 29, 2018 4:57 pm |
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