Distance determination problem |

I have a problem with how SEV does distance determination: for the component that has the ability Open Warp Point to a distance of X light years doesn't do the script doc functions any good because i don't know what the translation factor is. The only two functions that give me distance (three, but the third tells me where a SY is) distance between two hex/sectors and the other between two systems. the problem with the distance between two systems is that its measured in how many systems one must traverse to get from A to B. Neither one of these is in light years, so how does one determine the max range of a open warp point ability to systems?

Re: Distance determination problem
You could use the standard distance measurement between sectors (or between systems) and make some sort of guideline. If the distance between two systems is 100 sectors, you can assume that system is roughly X light years away.
Of course, the best solution is a new built-in function to return the distance in LYs between two systems.

Re: Distance determination problem
Oops. I completely neglected the fact that either of those functions needs active WPs to return anything and would therefore be useless in your situation. We just need a new function to return the LY distance, I don't see anyway around it.
Re: Distance determination problem
NOOOOOOOOOOOOOOOooooooooooooooooooooo dont stop now! What if you just made the ai not car eif its in range and try anyway? just make the systems close together or increase FTL range, at least for a with ai bteta?




Re: Distance determination problem
The distance in light years is measured in quadrant coordinates. Each system is assigned a set of coordinates in the quadrant. These coordinates determine where the system appears in your quadrant map. The distance between them is just calculated using the Pythagorean theorem, regardless of any warps that may or may not connect the systems.
I can't remember if the quadrant coordinates are visible in the game interface or not.