Sign up Calendar Latest Topics
 
 
 


Reply
  Author   Comment  
Richard

Registered:
Posts: 127
Reply with quote  #1 
Hi,

In Artemis 2.2 a wreck may appear when a ship is destroyed, but I couldn't find how to add some wrecks in a script. GM Sandbox has nice ones, but they are generics meshes and can't be targeted.

Any help?

Thanks
Arrew

Avatar / Picture

Registered:
Posts: 2,737
Reply with quote  #2 
OO Good point/question!

I know how you can make some cool looking wrecks with just a little bit of modding... Choose a ship and stick some cool looking fire damage, hull breaches and stuff on it. Maybe even a few little bodies floating around outside.

But spawning the new standard in game ones I'm not sure, sorry. Would be interesting to know too? [biggrin]
Xavier Wise

Registered:
Posts: 1,141
Reply with quote  #3 
The TSN Expansion has wrecks (though it is a mod for 2.1.1/ 2.1.5 as it is a more stable version of the game). It adds wrecked TSN and hegemony ships, as well as debris fields and floating bodies.

They are generic meshes, though I could speak to our mod team about making targetable wrecks. We already have targetable asteroids in there, so a wreck should't be too much of an issue to add.

__________________
Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
Arrew

Avatar / Picture

Registered:
Posts: 2,737
Reply with quote  #4 
I really liked Morices little bodies. So atmospheric and strangely sad. Best if you can have them as individual objects that can float around. Well awesome.

If someone more artistic could render the different Artemis races it would be a nice touch don't you think?

Personally I think just about all in game "objects" are better as actual game assets than Meshes. Like when a gate gets blown up. That's a game changer.
Richard

Registered:
Posts: 127
Reply with quote  #5 
Quote:
Originally Posted by Arrew
OO Good point/question!

I know how you can make some... cool looking fire damage, hull breaches and stuff on it. Maybe even a few little bodies floating around outside[biggrin]


Fire damage and floating bodies? I want to see it!!! Where can I download it?
Richard

Registered:
Posts: 127
Reply with quote  #6 
I'd like so much that Artemis communications and targeting weapons were more flexible... I'm a screenwriter and love to add flavor to my Artemis group experience. I confess rather be GM than an officer!

To have wrecks I could interact with would be really nice, but generic meshes can't be targeted and to make a wreck from a vessel makes it be available in the communication console (what is nonsense to a storytelling)... I love this game but it could be sooo much better!

I'll try TSN expansion.

Thanks
Arrew

Avatar / Picture

Registered:
Posts: 2,737
Reply with quote  #7 
I know what you mean. I think I like GM and organising ships more than being an officer.

Let us know how you get on with the mod.
Xavier Wise

Registered:
Posts: 1,141
Reply with quote  #8 
Feel free to check out the TSN Sandbox. It is set up to use all the functions in the TSN Expansion. The script is well used and therefore well tested. We use it in the TSN RP to play out missions every week. There are always additions being made, and some of the stuff our GM team has come up with has been pretty awesome. It might suit your purposes perfectly as you sound to be doing the exact same for your crew as we are doing with our group! Our GMs feedback all the time, but more feedback of additions, changes or fixes from the wider community would very much be appreciated!
__________________
Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
Arrew

Avatar / Picture

Registered:
Posts: 2,737
Reply with quote  #9 
Yeah, my sandbox uses non-moded game assets to make things. To get the best out of the TSN mod and use the other assets you'll need Xaviers sandbox.

Again I'd love to know what feedback you have about it. Good, bad and comparative helps give ideas of what to add and what to do in the future. [smile]
Xavier Wise

Registered:
Posts: 1,141
Reply with quote  #10 
Quote:
Again I'd love to know what feedback you have about it. Good, bad and comparative helps give ideas of what to add and what to do in the future.


Yeh, thanks Arrew.....

@ Richard - feedback would be much appreciated. 

__________________
Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
ryleyra

Registered:
Posts: 3,007
Reply with quote  #11 
A wreck, or "derelict" in Artemis 2.2 is actually a monster. It is supposed to be created with the "create_object" command, using the type "monster". The wreck is the last monster type, type 7.

Unfortunately, Artemis 2.2 cannot create monsters in mission scripts, as attempting to create any monster makes the game crash. Whales can be created using the old type "whale" as an argument to the "create_object" command, but they can't be created as monsters. (Even though they are one now)

Thom has been working on the bugs in Artemis 2.2 and trying to get a stable version ready that he can release. There has not yet been any sign of it. If you want to create derelicts like the game uses, you'll have to wait for 2.2.1 to come out.

Unless you want to go with Arrew or Xavier's suggestions, I might recommended editing the vesselData to create a "ship" that has the derelict mesh and texture and a topspeed of 0. (Or very close to 0) Then create your vessel as an enemy ship and set the "has_surrendered" bit to 1. That will cause your wreck to appear in yellow, and it won't appear on the Comms screen.

Keep in mind that once derelicts are working correctly, they will most likely follow their normal programming, which is to occasionally spawn Piranha. [biggrin] They should also drop anomalies.
Arrew

Avatar / Picture

Registered:
Posts: 2,737
Reply with quote  #12 
You're most welcome.


Yeah I was thinking something more along Ryleyra's lines. But you'd have to make sure every client has the amendment/addition.
Mike Substelny

Avatar / Picture

Administrator
Registered:
Posts: 2,404
Reply with quote  #13 
I can verify that the next release of Artemis will allow mission scripts to create wrecks as monster type #7. It does work. Right now my scripts do still cause occasional crashes to the software may not be ready for prime time yet.
__________________
"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
Richard

Registered:
Posts: 127
Reply with quote  #14 
Quote:
Originally Posted by Arrew
Yeah, my sandbox uses non-moded game assets to make things. To get the best out of the TSN mod and use the other assets you'll need Xaviers sandbox. Again I'd love to know what feedback you have about it. Good, bad and comparative helps give ideas of what to add and what to do in the future. [smile]


As soon as I get some time to do some scripting I´m gonna make some tests and share them with you.

Thanks again.



Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.