Kazen Dukzom
Landlubber
Is it possible for a very earlier version of a Steam ship to be created and work in the game? I am not asking you modders out there to make it but I am just wondering if it is possible.
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I'd love to see this ship in game
http://en.wikipedia....A9on_%281850%29
Oh dear, the name! :3
But look at that thing go - 14 knots, 5000 tons... way more fun than a 8 knot 1st rate ship!
No need plans. Constitution steampunk version - the heavy frigate design was used by the French as well, anyway!
I'd love to see this ship in game
http://en.wikipedia.org/wiki/French_ship_Napol%C3%A9on_%281850%29
Oh dear, the name! :3
But look at that thing go - 14 knots, 5000 tons... way more fun than a 8 knot 1st rate ship!
For now, we're wondering if we can get the ship to move forward regardless of wind strength. :wacko:
// PB: Steam Ships -->
else
{
if(!CheckAttribute(rCharacter,"LastSailState")) rCharacter.LastSailState = makeint(fSailState/10 * 2);
}
if(SteamShip(rCharacter))
{
float fX, fY, fZ;
fX = 0; fY = 0; fZ = 0;
if(CheckAttribute(rCharacter,"Ship.pos.x")) fX=stf(rCharacter.Ship.pos.x);
if(CheckAttribute(rCharacter,"Ship.pos.y")) fY=stf(rCharacter.Ship.pos.y);
if(CheckAttribute(rCharacter,"Ship.pos.z")) fZ=stf(rCharacter.Ship.pos.z);
if(fX != 0 && fY != 0 && fZ != 0)
{
switch(sti(rCharacter.LastSailState))
{
case 0: StackSteam(rCharacter, 1); break;
case 1: StackSteam(rCharacter, 3); break;
case 2: StackSteam(rCharacter, 6); break;
}
}
}
// PB: Steam Ships <--
void StackSteam(aref rCharacter, int puffs_per_second)
// Character and number of tentacles
{
if (!bSeaActive) return;
int delay = 0;
for (int i=0; i < puffs_per_second; i++)
{
PostEvent("CreateStackSteam", delay, "i", rCharacter);
delay = delay + 1000/puffs_per_second;
}
}
#event_handler("CreateStackSteam", "StackSteamPuff");
void StackSteamPuff()
{
if (!bSeaActive) return;
aref rCharacter = GetEventData();
float fX, fY, fZ, fAY;
fX = 0; fY = 0; fZ = 0;
if(CheckAttribute(rCharacter,"Ship.pos.x")) fX=stf(rCharacter.Ship.pos.x);
else return;
if(CheckAttribute(rCharacter,"Ship.pos.y")) fY=stf(rCharacter.Ship.pos.y);
else return;
if(CheckAttribute(rCharacter,"Ship.pos.z")) fZ=stf(rCharacter.Ship.pos.z);
else return;
if(CheckAttribute(rCharacter,"Ship.Ang.y")) fAY=stf(rCharacter.Ship.Ang.y);
else return;
float gX, gY, gZ;
gX = 0; gY = 0; gZ = 0;
gX=GetCharacterShipValue(rCharacter, "stack1X");
gY=GetCharacterShipValue(rCharacter, "stack1Y");
gZ=GetCharacterShipValue(rCharacter, "stack1Z");
CreateParticleSystemX("steamer_smoke",fX + gX*cos(fAY) + gZ*sin(fAY), fY + gY, fZ + gX*sin(fAY) + gZ*cos(fAY), 6.0, 4.0, 0.0, 0);
if(HasCharacterShipAttribute(rCharacter, "stack2X") || HasCharacterShipAttribute(rCharacter, "stack2Y") || HasCharacterShipAttribute(rCharacter, "stack2Z"))
{
gX = 0; gY = 0; gZ = 0;
gX=GetCharacterShipValue(rCharacter, "stack2X");
gY=GetCharacterShipValue(rCharacter, "stack2Y");
gZ=GetCharacterShipValue(rCharacter, "stack2Z");
CreateParticleSystemX("steamer_smoke",fX + gX*cos(fAY) + gZ*sin(fAY), fY + gY, fZ + gX*sin(fAY) + gZ*cos(fAY), 6.0, 4.0, 0.0, 0);
}
}