Radar Emitter Bug: Appeal for assistance. (Fixed.)

Started by GoodMorning, February 09, 2016, 04:35:15 AM

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GoodMorning

Hello, and thanks for reading this far.

The attached script should add an Emitter function to a Core, and cause it to sweep the Creeper in range into a beam.
It is designed to be reminiscent of the old-fashioned radar displays.

The beam is not functional.
I suspect that I have transposed leq and gt, or something similar.
I have stared too long, and cannot spot the bug(s).

Beam should drain the area, into the beam.

Enjoy, and be free to borrow, steal, etc...
It would have gone up anyway, but...
If someone could put up a fixed version, that would be helpful.
A narrative is a lightly-marked path to another reality.

TLFP

Quote from: GoodMorning on February 09, 2016, 04:35:15 AM
Hello, and thanks for reading this far.

The attached script should add an Emitter function to a Core, and cause it to sweep the Creeper in range into a beam.
It is designed to be reminiscent of the old-fashioned radar displays.

The beam is not functional.
I suspect that I have transposed leq and gt, or something similar.
I have stared too long, and cannot spot the bug(s).

Beam should drain the area, into the beam.

Enjoy, and be free to borrow, steal, etc...
It would have gone up anyway, but...
If someone could put up a fixed version, that would be helpful.
I looked at the program and I don't see the setpincell command anywhere.
Currently ghosting, don't mind me.
Christian, my list of various content creation groups can be found here

GoodMorning

You didn't see it because it isn't there.

The theory is:
The core emits creeper. Only this works.
The core then drains some Creeper from each cell in range, storing it.
The store is then replaced in a small sector of the circle.

The sector is set up to gradually move around.

The drain and fill method is designed to allow:

  • The Creeper to leak out of the radar range.
  • The beam to gradually return to background.
  • Empty cells to reduce the beam strength.
  • AC to prevent the beam from occupying the cells, allowing Nullifier building for longer range settings.

Pin field cells are not exactly the effect I am after.
A narrative is a lightly-marked path to another reality.

TLFP

I don't know how to get the effect you're looking for. Sorry  :P Someone who is more fluent in CRPL could probably produce the effect.
Currently ghosting, don't mind me.
Christian, my list of various content creation groups can be found here

Builder17


TLFP

You'd have to have that work with a list of coords, and that would not produce the orbiting beam of creeper effect.
Currently ghosting, don't mind me.
Christian, my list of various content creation groups can be found here

GoodMorning

Thanks for the suggestion, but I'm not after either fixing the Creeper, or pushing it. I mean for the beam to teleport it. The beam will leave an intense Creeper trail behind, which will be cannibalised to continue the beam. This will produce the fading effect, and allow the Creeper to leave the area. It is designed to render AC necessary, as the beam will always deposit some Creeper. The AC will protect the Nullifier. Alternatively, the Core might be made vulnerable to something else, that is harder to destroy.

On a side note, is there an option to allow 'global' scripts? For instance a 'rover' script might be a common requirement, but having to copy and paste it whenever it is required is a pain.
A narrative is a lightly-marked path to another reality.

GameGibu

"Rover" script?

Please explain, I could make it happen if you describe it right...

Intriguing... do tell more...
-GameGibu

"What? I can't hear you, it's too dark!"
Bringing you Custom maps since 2971!
☆CRPL Master☆

GoodMorning

I have built one before, it moves the core around within a specified area.
The usefulness of it would be as something that can be easily added as a second script to a Core.
Hence, a particle emitter could move around in a box, or similar.

The moving in a box "Rover" script is probably common, but the idea of an easily-accessed script library seems workable.
"/projects/common_scripts" perhaps.

On another note, I rebuilt the original question as RadarBeam.crpl. It now needs a source of Creeper, and tends to lose it over time, due to a positioning bug. It also needs a lot of optimisation. See the Industrial Scanner map in Colonial Space.

The circler.crpl (which mysteriously broke today), and an Emitter script seem like prime candidates for the common library.

(Circler is used for circles in the map, without terrain brush fiddling. Causes lag when used. Essentially for map production, not mid-game)

Thoughts?
A narrative is a lightly-marked path to another reality.