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Daan

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Reply with quote  #1 

Hi Guys,

I've not played Artemis yet. But I do have found a crew and am looking forward to have some fun with them. I'd like to prepare some basics scripts to start with. When running older missions or borrowing from older scripts. What should I look for that can actually create bugs? 

My first two objectives: create a mission in which crew of a cargo ship find themselves woken up from cryo to early by auto pilot because the ships is suffering damage form an unknown source. The crew has severe memory loss and have to (re)learn the basic Artemis skills as well as determining what going on. Who are they? Why have they memory loss? What's their cargo? What was their original destination?

Second objective: create a radio that plays different channels with music for Comms to operate.  

Third objective: hook up my arduino to some lights and play with DMX effects.

Any tips and tricks on where to start?

Mike Substelny

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Reply with quote  #2 
Your project sounds like fun!

If I did this project, I would start by studying some existing mission scripts to learn what the system can and cannot do. Then I would outline an adventure that you want the cryogenic crew to experience as they learn the truth. Get a camera and some actors to video some clues that the crew can discover during the adventure. Finally write the mission script that lets them live out the story and discover the clues.

Note that until your hero ship engages in combat there is nothing for the Weapons or Engineering players to do. Weapons is only engaged when there are enemies to shoot at, and Engineering is only engaged when the ship is under stress. A ship that is just driving around the map can leave all settings at 100% with no need for an Engineer.

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Daan

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Reply with quote  #3 
I don't think I'll go so far as using actors. I'll use some creative editing of existing footage and audio. But most will be just scripting.

Is it possible to shoot at some other things than ships and monsters? Anomalies? Commets?

A lot of the scripts I find are for version 2.2.. or lower. Some for 2.4. If scripting only got more advanced but nothing really changed; then even the oldest scripts should work fine with 2.6...

How can I prevent bugs because the scripts are for older versions? What had changed in scripting since then?
ryleyra

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Reply with quote  #4 
I don't mean to discourage you from gaining experience with scripting missions or suggest you should use my own, but you should take a look at "Shake Down Cruise", which I wrote based on Mike Substelny's original version. It can be found here: https://artemis.forumchitchat.com/post/shakedown-cruise-ii-training-mission-7543522

It's out of date and hasn't been updated for the latest changes, plus I never finished it, so it may not be what you are looking for as a first mission for your friends. But it does have a ship that starts off disabled, and the players must get it moving, learning the game as they go. You're welcome to mine the code for ideas. [biggrin]
Daan

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Reply with quote  #5 
I had already found mike's old site. I'll definitely dive a bit deeper in your version. I already like the idea of CAL. Reminds me of the epic HAL 9000. How did you do the automatic voice?
ryleyra

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Reply with quote  #6 
Quote:
Originally Posted by Daan
I already like the idea of CAL. Reminds me of the epic HAL 9000. How did you do the automatic voice?


Yeah, CAL is supposed to be frighteningly reminiscent of HAL, although she never goes nuts and tries to kill the crew. That might be an amusing way to end it, though. [biggrin]

I just used a text to speech synthesizer for the voice. I didn't feel like putting my voice or someone else's out there and I thought a computer voice would be funnier. Some of her dialog is a little unrecognizable, though. And the way she pronounces the alien race names is hilarious.

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