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Mike Substelny

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Reply with quote  #1 
This Saturday, January 28, I'm having my quarterly Artemis beta-testing party (see Bridge Crew Comms for your invitation). We'll set up 5-8 bridges plus fighter consoles and kick the tires on Thom's current Artemis work.

As shown elsewhere in these forums, Thom has made changes to the way scripting variables work. We hope it does not affect existing mission scripts but there is only one way to be certain. I want our volunteers to test your mission scripts which work perfectly in Artemis 2.5.101.

I would prefer for the scripts to be non-GMed because we all know a GM can screw up a perfectly good mission and even crash the server even when the script is fine.

Please respond to this forum with the zipped folders, or links to them, and I will try to get volunteers to test them all. Thanks.

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Xavier Wise

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Reply with quote  #2 
The TSN Sandbox has a non-gm mode built into it called Patrol Mode. It hasn't been fully developed, but does allow multiple crews to explore the systems and encounter pirates. Perhaps you could have a survey mission to map an area and bring back information about local lifeforms, or defend at Cronus gate against the pirates there.
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Xavier Wise

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Reply with quote  #3 
Ah forget that! You'd need the TSN mod. Sorry
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Mike Substelny

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Reply with quote  #4 
Xavier, do you have a vanilla script that we could test?
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Arrew

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Reply with quote  #5 
I've just put together a search a rescue mission for my kids if you're interested?

It's pretty simple and the combat is just a few Skaraan but the difficulty is adjustable. Although it's simple there's actually a lot of Random variables going on inside so not sure how it would behave if those have been changed.

Here's the file. It's been play tested a lot and works. But it's a single ship mission which might not be what you're after.

 
Attached Files
zip MISS_Search_And_Rescue.zip (5.77 KB, 2 views)

Arrew

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Reply with quote  #6 
If you want something Multi Ship all I have to hand right now is Ximni Awakening. It's got some cool visuals you might like but those need meshes. So you'll have to install the mission file onto every client too or it will crash the game.

You can download the mission from the forums here;

http://artemis.forumchitchat.com/post/ximni-awakening-part-1-8128213?pid=1292694775

Let me know if either of these works for you...
Mike Substelny

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Reply with quote  #7 
Arrew, I'll include your missions. We will have multiple crews on the same network but I'm not certain we'll get more than one interested in testing them.
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ryleyra

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Reply with quote  #8 
You can try my Sector Generator or my update to the Shakedown Cruise. I don't think either has been updated to 2.4+ though. Maybe I can do some work on those before Armada.
Xavier Wise

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Reply with quote  #9 
Mike, I could possibly convert it across to vanilla by replacing certain ship types, but might not have it ready for the test. I'll look into it tomorrow and send you a copy if I have chance to do it.
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Arrew

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Reply with quote  #10 
Cool beans...

Well if you use them great, if not, no worries.

Reactions to the little floating bodies varies, but are normal fun. What twisted gamers we are.  
LawsonThompson

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Reply with quote  #11 
Though a bit out of date, I've got the mission pack in the wiki here:

http://artemiswiki.pbworks.com/w/page/77222102/User-Created%20Missions

That is really due for a major refresh...

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Mike Substelny

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Reply with quote  #12 
In our tests Arrew's Search and Rescue seemed to work correctly. It never ended, but that may be how it's supposed to work.
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Arrew

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Reply with quote  #13 
If you find the ship, rescue the crew and defeat the pirates the script should end after a ten second timer.
If it didn't then something didn't fire... Without knowing what you were testing it's hard to say what.

Did you get the mission success on main screen or comms?

Did Science spot the sensor echo? My kids enjoyed looking for it. LOL 
Mike Substelny

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Reply with quote  #14 
I don't remember a sensor echo. We got the distress call, the ship exploded, we picked up the life pods, then we flew around the sector for 11 minutes waiting for something to happen but nothing did. So perhaps the new variables do cause a problem that kept an action from triggering.
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Arrew

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Reply with quote  #15 
Yeah pirates are supposed to turn up a random but short duration after discovering the ship. If it didn't fire then something went a bit wrong with the values/timer.

Perhaps, at a guess, the random variable for the pirates direction is too small would be my guess, but not sure. It's a pretty simple script feel free to crack it open if you want to pin down a source for what's been changed.

Man you flew around for 11 minutes? LOL Sorry about that. Artemis is primarily a combat came so I always have combat in there somewhere. [biggrin]
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