FreeSpace Releases > Scripting Releases

Movements-SEXPs, capship useful (v2.5)

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wookieejedi:
Updated to Version 1.5 which provides a very important bug fix for doing the automatic rotation time calculation. Also re configured script to run in $Simulation Hook per m!m's suggestion.

wookieejedi:
Updated to version 1.6 which correctly calculates the default distance for ship tracking if the value was not specified. Thanks for EatThePath for catching this!

wookieejedi:
Updated to version 1.7, which adds safety checks to ensure these scripts do not run in multiplayer. Also added to sexp descriptions that custom sexps will not work in multiplayer.

wookieejedi:
Updated to version 1.8 which includes two new custom sexps:

"set-bank-constant"
Sets the bank constant of a given ship. Bank constant is the amount of roll (bank) a ship does when turning (yawing).

"set-deceleration-time"
Sets the deceleration time of a given ship. Setting this to 0 will ensure that ships stop precisely at waypoints. Note, stopping may look a bit rigid if the ship is going very fast.

Also changed the "play-dead-persistent" order to be disabled by default.

wookieejedi:
Updated to version 2.0, which fulfills a long-term goal for default ship rotation--that the scripted rotations look identical to regular ship rotations (including momentum and damping). 

Important! You need an FSO build of August 24, 2022 or newer for these to work.

If you were using default values for rotation times for the custom sexps `rotate-to-orientation` or `add-ai-goal-track-ship` then this update will allow those rotations to look far more natural. 

Previously, this script set ship rotations based on a linear scale for all situations. This was fine if a precise rotation time was needed, but looked a bit rigid and unnatural if a default rotation time was desired. This update adds a new method for using the default rotation time. The overall amount of time the rotation takes is nearly the same, but the rotation looks much more smooth comparatively. This update also keeps the previous behavior and option for precise, specified rotations.

There are use cases for both.

* Using specifying precise rotation times works on player ships too and can allow FREDers to manually time rotations to specific components of missions, such as music or other timed events.
* Using the default rotation time (ie, not specifying a precise time and just using the ships normal, tabled values) only works for AI ships, but looks more natural.  

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