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Runekyndig

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Posts: 31
Reply with quote  #1 
I am working on a lager two ship adventure. Let me start by saying that this is not trivial!

One of the missions is a hunt for special miniral rich asteroids. I have made these by placing generic meshes, shape: asteroids, skin: a ship skin, it looks metallic.  
The point is that they can only find these special asteroids by looking out the window. Get close enough (< 500) and at full stop, the grab the asteroid, and it is noted in the ships log. 

Now here in the picture we have the server main screen (default Artemis main screen) and Intrepid main screen, both in LRS. In the Intrepid main screen some, not all of them, but a few of the special asteroids are visible.  
The 10 asteroids are named with whitespaces (1-10 taps on the spacebar) so they dont have a visible text on the screens. 

Any insights or is it just Artemis being odd? 


Capture.PNG

Mike Substelny

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Remember the current mission scripting system does not work well for multiple ship missions. From a mission script there are some parts of the Artemis program itself that will not communicate with any player ship other than ship 1. Thom is working on fixing this for an upcoming release . . .

Nevertheless, perhaps this will help. It is a segment of code from the mission script "Party Crashers" which was written collaboratively by a team at Notacon 9. This is from the start block, where the script created four special asteroids labeled as mining prospects. It made their color appear the same as regular asteroids.

<create type="genericMesh" x="37940" y="0" z="43705" name="Mining Prospect 1" meshFileName="dat/asteroid.dxs" textureFileName="dat/asteroidTexture.png" colorRed="0.804" colorGreen="0.439" colorBlue="0.196"/>
<set_object_property property="artScale" value="1.5" name="Mining Prospect 1"/>
<set_object_property property="pushRadius" value="900" name="Mining Prospect 1"/>
<create type="genericMesh" x="43560" y="0" z="66000" name="Mining Prospect 2" meshFileName="dat/asteroid.dxs" textureFileName="dat/asteroidTexture.png" colorRed="0.804" colorGreen="0.439" colorBlue="0.196"/>
<set_object_property property="artScale" value="1.4" name="Mining Prospect 2"/>
<set_object_property property="pushRadius" value="650" name="Mining Prospect 2"/>
<create type="genericMesh" x="39500" y="0" z="27000" name="Mining Prospect 4" meshFileName="dat/asteroid.dxs" textureFileName="dat/asteroidTexture.png" colorRed="0.804" colorGreen="0.439" colorBlue="0.196"/>
<set_object_property property="artScale" value="1.6" name="Mining Prospect 4"/>
<set_object_property property="pushRadius" value="1000" name="Mining Prospect 4"/>
<set_object_property property="angleDelta" value=".5" name="Mining Prospect 4"/>
<create type="genericMesh" x="32380" y="0" z="80145" name="Mining Prospect 3" meshFileName="dat/asteroid.dxs" textureFileName="dat/asteroidTexture.png" colorRed="0.804" colorGreen="0.439" colorBlue="0.196"/>
<set_object_property property="artScale" value="1.4" name="Mining Prospect 3"/>
<set_object_property property="pushRadius" value="650" name="Mining Prospect 3"/>

You can also make the aseroids rotate by setting the pitch, roll, or angle delta.

Another trick is to wait for the players to get close then place a "ship" inside the asteroid with its engines and maneuvering disabled. Your script can detect when the Weapons Officer locks onto the "ship" and use that as the means of mining it. You could trigger a sound effect and use more generic objects to show the asteroid breaking up. You might also have the mining take several shots from beam weapons. The disadvantage of using the beam weapons is that the longer the "ship" exists the more likely it is that Communications will realize he/she can talk to the asteroid. :-)



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