techbear
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Posted 1488036668
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#1
I've got a lot of coding to do. So I've decided that I'll livestream some of it. And since it's short notice, and some of us can't always make it, I've decided to stream over several consecutive days, starting tomorrow (Sunday the 26th). Each day it will be 2-4pm, EST. I hope to see you there! Here's the channel link: http://www.twitch.tv/techbear1980
Xavier Wise
Registered:1375817447 Posts: 1,060
Posted 1488047545
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#2
Great news. I look forward to watching! For anyone else in the UK, from my working, 2pm EST is 7pm GMT (we are 5hrs ahead)7pm - 9pm GMT
__________________ Fleet Captain Xavier Wise - TSN SabreLink to TSN RP Community website
Fish Evans
Registered:1381528881 Posts: 360
Posted 1488211945
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#3
oh wow compleatly awsome
Xavier Wise
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Posted 1488238089
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#4
Hello! Enjoying the live stream and seeing new features being added! One question that came up when talking with TSN RP members (Nquinn) - you can name fighters at the start of a game. What happens when a fighter is destroyed? Does a replacement revert back to a randomly generated name, or does it take one of the player defined names?
__________________ Fleet Captain Xavier Wise - TSN SabreLink to TSN RP Community website
Mike Substelny
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Registered:1375273622 Posts: 2,287
Posted 1488380069
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#5
Quote:
Originally Posted by Xavier Wise Hello! Enjoying the live stream and seeing new features being added! One question that came up when talking with TSN RP members (Nquinn) - you can name fighters at the start of a game. What happens when a fighter is destroyed? Does a replacement revert back to a randomly generated name, or does it take one of the player defined names?
I discussed this with Thom during yesterday's Livestream when I believe Xavier and other forum members were listening. We also discussed it further last night. While the software is not yet complete, here is my interpretation of Thom's goal:A mission script will be able to define the fighter types and names aboard a player carrier at the start of a mission (e.g. type = fighter; name = Red Two) A mission script will be able to define fighter types and names available as reloads in bases at any time during a mission (e.g. type = bomber; name = Gold Five). Fighter pilots will be able to define callsigns before they launch. (e.g. Red Two's pilot could be "Wedge" and Gold Five's pilot could be "Pops"). I believe the fighter name (Red Two) will be the object's name for scripting purposes. Your script should be able to detect whether or not Red Five exists, or the moment Gold Three moves with 10,000 units of DS2, or how close Red Two is to Red Leader, etc.. At this time it will not be possible for a script to detect or affect damage level or armament aboard a fighter; expect that in a future update. As I said the code is not yet done so I can't guarantee this will actually be working at Armada, but this is my understanding of the plan.
__________________"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight." - Winston Churchill
Mike Substelny
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Posted 1488827503
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#6
Update: I have been scripting some missions for Artemis ARMADA III and now have some experience with this. I must say it seems to work quite well and I have found no bugs. Everything I said above is true except for the part about pilot callsigns. It looks like the fighter name is the callsign. If your script creates Red Two then that will be the fighter's name as an object on the map. The player will not be able to choose a name. Also it appears that capital ships can now carry a shuttle. I haven't piloted a shuttle yet and I haven't tried it with every capital ship, but I have confirmed that my mission script can put one shuttle aboard a cruiser.
__________________"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight." - Winston Churchill
Xavier Wise
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Posted 1488829390
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#7
Something Thom did add in was a shuttle for EVERY capital ship. He gave ever ship at least a single fighter bay, but restricted it to only allow a shuttle. I am not sure if you can override this with a mission script, though you could specify the other slots in the fighter bay.
__________________ Fleet Captain Xavier Wise - TSN SabreLink to TSN RP Community website
Mike Substelny
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Posted 1488909786
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#8
It appears that you are exactly right, Xavier. I am spending my time scripting rather than playing, so I have not yet attempted to launch a shuttle from one capital ship and land it on another. That may or may not work in the upcoming release. I can say that the little beam weapon in a shuttle seems to make a big difference in defending a Missile Cruiser from drones.
__________________"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight." - Winston Churchill