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leaola

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Posts: 268
Reply with quote  #1 
is there a way to make a player take a type of ship when making a script?
I would hate to wright a whole mission for a scout ship just to have players pick a battleship and blow thought it in 2 mins.
Mike Substelny

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Reply with quote  #2 
You cannot force the ship choices, but as soon as the mission launches you can check to see what sort of torpedoes are in the tubes. If the torp counts don't match the ship you want them to use then display a message on the main screen and abort the script.
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"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
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Charlie

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Posts: 279
Reply with quote  #3 
I have a pop up on a couple missions suggesting diminished sensor range, I would add in the mission tutorial ship specification and add a pop up a few seconds into the mission. This would not force a ship type but I'd say most players would appreciate and respect the recommendation. Not sure if I get Mikes suggestion, not sure if he means as a Game Master or if this can be done in the scripting. 
Alice

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Reply with quote  #4 
What Mike is saying is basically than when the mission starts, you can check how many torpedoes the ship has and from that you can determine ship type (and end mission if it's the wrong one)
Charlie

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Posts: 279
Reply with quote  #5 
By saying "you" I wasnt sure if it meant a moderator has to physically look and end the game if necessary or if it meant you could script it to end automatically. I looked at the condition variables and did not see a condition for this but there is a lot that can be done in the scripting that I'm unaware of. If this can be done in the scripting please let me know how as I might want to do a Scout mission.
Alice

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Reply with quote  #6 
I'm pretty sure he meant the script itself - not a game master.
Here's some code I came up with:

<if_object_property property="countHoming" name="Artemis" comparator="GREATER" value="8.0" />

This event fires if the player has more than 8 homings. Combine it with a few more similar conditions and you should be able to determine what ship class the player is using.
Charlie

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Posts: 279
Reply with quote  #7 
You guys/gals are awesome! Thx 
CmdrNooblet

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Posts: 16
Reply with quote  #8 
I've tested this script myself. Works like a charm.
leaola

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Posts: 268
Reply with quote  #9 
that's sweet thanks
leaola

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Posts: 268
Reply with quote  #10 
ok some ships have same amount of of nuke/homing but all have different front shields if I am reading correctly. would <if_object_property property="shieldMaxStateFront" name="Artemis" comparator="NOT" value="80.0" /> then end game , pop up "wrong ship try again cheater" force ppl to pick light cruiser? the "shieldMaxStateFront" means what the ships max shield rating is right? or does it mean something else? and the numbers from http://www.hotcursors.de/artemis/tsndreadnought.php should be the normal max shields?
Alice

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Posts: 98
Reply with quote  #11 
You'll probably be best of with some trial and error here.
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