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WakelessREX

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Everything posted by WakelessREX

  1. having no idea what im doing really I just try this and it didnt work, I think if I knew what the pitch, yaw, and roll values were labeled I could maybe try a better attempt. function traffic_police(entity) -- for some weird reason (bug?), maxVelocity is smaller that actual value, -- so it needs to be multiplied by 2.5; probably programmed by some murican... local initial_top_speed = Engine(entity).maxVelocity*2,5 local tier = ShipSystem(entity).numSlots -- we start off at 600m/s max, and loose 20m/s for each system slot of the ship -- that means 500m/s max with 5 slots, 400m/s with 10 slots, 300m/s with 15 slots local max_speed = 60 - tier*2 local new_turningSpeed = 2.1 - tier*2 -- yes, speed also have to be set divided by ten, another bug? -- new speed shouldn't be higher than the one provided by engines local new_speed = math.min(initial_top_speed, max_speed) -- reset to zero entity.addMultiplier(entity, StatsBonuses.Velocity, 0.0) entity.addAbsoluteBias(entity, StatsBonuses.Velocity, new_speed) entity.addMultiplier(entity, StatsBonuses.turningSpeed, 0.0) entity.addAbsoluteBias(entity, StatsBonuses.turningSpeed, new_turningSpeed) -- as you might have noticed, these two methods demand entity as first argument - contrary to what the Documentation says. 3 bugs in 1 piece of code, how bout that!? print(entity.name .. " - " .. Engine(entity).maxVelocity * 2.5) end
  2. im sorry, what exactly does this do?
  3. I used this and it works like a charm but id also like to adapt this to rotation speeds, for say pitch and yaw. Do you mind helping me with that?
  4. Hello, this is exactly what ive been looking for in my own avorion, it seems you made some progress? Is there a released mod of any kind I can ask for? Or inquire as to how you went about doing it?
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