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Richard

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Posts: 127
Reply with quote  #1 
Hi,

Let's suppose a mission in which the players had to shot at an asteroid, a generic mesh or even an empty space. Imagine a scripted situation like that seen in the first Star Trek movie (Enterprise enters warp but a space object must be shot to free the ship from a subspace bubble). A virtual target is the answer for your prayers!

Just put it very close to that object and the weapons officer can shoot it.

But how can I make it?

What I need is:
-a very, very small object that can´t be seen in the main screen
-a targetable object that don't need to be scanned (ally, or created as ally an then turned to enemy)
-zero shields (or 1, the minimum necessary to be destroyed with a single shot)
-no internal systems (or with the minimum necessary to be destroyed with a single shot)

In the TSN Expansion there is an object called Box.dxs that I tryed to modify to achieve my goal, but for some reason I couldn´t make it work properly (sometimes it appears with zero shields, sometimes with more than 700!).

Could anyone help me with this? A downloadable file would the great appreciated.

Thanks.

Fish Evans

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Posts: 361
Reply with quote  #2 
Hello,
Have a look at the Docking port (ID 1012) its a spawnable station/enemy/neutral in the TSN Expansion that is very small and has an invisiable textuer applyed to it. when ajsut thing the shield levels with the script set the max shield levels in one event and the attual current levels in a second event afterwards. you will probably want a looping event on a short timer that will change the scan text of the object as well to what ever is appropriot.

you can also use this trick to marry it up with generic meshes so they become apparently targatable/scanable.  if you want an asteroid use S Asteroid (9500) or M Asteroid (9501) for one that moves at speed. we also have a comet (9502) but frankly it looks goofey. there are a collection of odd ball things in the 9500's that are usefull for missions. Factory, drydock, Sensor/Comm Relay a GIANT Engineering ship (transport scaled up a number of times) even a refinery thoug that one lacks a good texture.

Fish
Mike Substelny

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Reply with quote  #3 
There is no targettable object in the default vesseldata.xml file that can do this job. You could use the TSN Expansion, but then your script will not work with the native game as it is shipped.

IMO your best option is to use the type 7 monster (derelict) for this purpose. It's pretty small, will not communicate, and can easily be wrapped in a generic mesh to appear as an asteroid or other object. It is destroyed in one shot of any weapon. Its destruction *might* leave behind a random anomaly.

One trick to prevent an object from being seen on the main screen is to give it a Y coordinate that the players cannot reach but is still within beam range.

I hope this helps.

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notsabbat

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Reply with quote  #4 
I wonder if you cold adjust the scaling of a ship in order to make it so small as to be virtually invisible?


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Richard

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Posts: 127
Reply with quote  #5 
Quote:
Originally Posted by Mike Substelny
There is no targettable object in the default vesseldata.xml file that can do this job. You could use the TSN Expansion, but then your script will not work with the native game as it is shipped.


Hi Mike,

I adopt the TSN Expansion as my default. All my games are played with that.

[smile]
Richard

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Posts: 127
Reply with quote  #6 
Quote:
Originally Posted by notsabbat
I wonder if you cold adjust the scaling of a ship in order to make it so small as to be virtually invisible?



Hi Notsabbat,

That is exactly what I do, change artscale (in vesseldata.xml) =0.01. It becomes invisible.
Richard

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Posts: 127
Reply with quote  #7 
Quote:
Originally Posted by Fish Evans
Have a look at the Docking port (ID 1012) its a spawnable station/enemy/neutral in the TSN Expansion that is very small and has an invisiable textuer applyed to it.
Fish


Hi Evans,

That's an option, but it still has the internal systems and it won't be destroyed by a single beam shot.
It is question of what kind of experience I want to give to my fellow players... I think it is very wierd to shot this "virtual target" (which in the game can represent a surface target on a planet) and see that "warp is disabled".


Quote:
Originally Posted by Fish Evans
we also have a comet (9502) but frankly it looks goofey.
Fish

yes... your comet is...hmmm... [rolleyes]
Fish Evans

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Posts: 361
Reply with quote  #8 
Just had a brain wave, you can detect the current shield value of an object so give it a shield level off 100F/100B and then set up a two eventss (one fore one aft) that detects if the shield value is 99 or lower. if it does, removes thje object, you wont tet the explosion effect or sound but its a work around.
Richard

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Reply with quote  #9 
Quote:
Originally Posted by Fish Evans
you can detect the current shield value of an object so give it a shield level off 100F/100B and then set up a two eventss (one fore one aft) that detects if the shield value is 99 or lower. if it does, removes thje object


That´s a really nice way to do it!
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