Nexus Skirmisher

Nexus Modding => Scripting => Topic started by: Mularac on November 21, 2015, 23:48:01

Title: Speeding up the IP drive
Post by: Mularac on November 21, 2015, 23:48:01
Anyone knows of a way to speed up the IP drive charge? I don't want something instantaneous, but a good 5 or 10 seconds less would be very welcome. Specially on the bigger ships.
Title: Re: Speeding up the IP drive
Post by: The Old Dragon on November 23, 2015, 22:30:43
Hi Mularac,

I tried looking through the files but without any luck. The only things I could find were the arrival effects in the efx.ini. There isn't really anything to adjust in the tacticstypes, so I suspect that IP drive may well be hardcoded :(
Title: Re: Speeding up the IP drive
Post by: Mularac on November 24, 2015, 03:20:51
Thought so... My own testing showed that the time was relative to the speed of the engine... up to some extent. Now I'm debating bothering to create a script to replace the engines of ships once they activated the ip drive... but I'm pretty sure it'll be more trouble than what it's worth.
Title: Re: Speeding up the IP drive
Post by: The Old Dragon on November 24, 2015, 09:07:08
An alternative would be to create your own IP drive device, Arparso's Freelance mod and the B5 project shows it can be done.
Title: Re: Speeding up the IP drive
Post by: Arparso on November 24, 2015, 20:38:32
Yeah, you can see my attempt at it in my Freespace mod's "universe\mod_missions\includes\_include_me.inc". Have a look at the MACHINE "WarpIn" code and see if any of it is useful to you. It can be invoked via an "MEvent(MakeShipWarpIn, E.ship := M.MyShip);" command and just plays a certain effect and then moves the ship a certain distance.

It's a bit of a hackjob and definitely inspired from the B5 mod, but worked fine for me.

Title: Re: Speeding up the IP drive
Post by: Mularac on November 24, 2015, 23:35:38
Yeah, I wrote that code for the Stargate mod. I'm making a cannon mod, though. So I need the IP drive animation and stuff.
Oh well. My chief concern was that in this mod, using the ip drive in the middle of combat should be a viable tactic, but since it takes forever and drops your shield to boot, it's not optimal. I'll try and see if a small script that reduces the damage taken or install a massive-strength Counter Measures balances it somewhat.
Title: Re: Speeding up the IP drive
Post by: GeoModder on December 01, 2015, 17:57:07
Bit late to the party, but have you tried running engines on 200%. IIRC, that shortens the 'build-up time' for the effect.