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Mike Substelny

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The mission scripts we saw at Artemis Armada were intended to showcase many of the new features available to mission script writers. While we were working in a beta version called Artemis 2.5.107 the release version should be ready soon. Here are some of the most powerful new toys for mission script writers:

A mission script can now change the volume of the three sound channels (music, communications, and sound effects). Here is a code line everyone wants. This code will turn down the music to half volume:

Quote:
<set_object_property property="musicObjectMasterVolume" value=".5"/>


A mission script can now display the value of a variable anywhere it can display text. This means big messages on the main screen, warning pop-ups, communications text messages, and even log files can include variables. Here is a code sample from Paul Rockwell's mission "Dawn Patrol":

Quote:
<incoming_comms_text from="Dragon Tooth Refuge">Your Loot Score is |Loot_Score|</incoming_comms_text>


In this mission, as your pirate ship acquires more and more booty your crew's Loot_Score increases. That line of code shows the variable Loot_Score to the Communications Officer as an incoming Comms.

A mission script can now spawn a click button to the Communications console. The script can react when the button is clicked. For example, in "Mission to Hell" I offer the Communications Officer three choices for communicating with a Kralien squadron.

   
Quote:
<set_comms_button text="Negotiate with the Kraliens." sideValue="2"/>
    <set_comms_button text="Threaten the Kraliens." sideValue="2"/>
    <set_comms_button text="Bluff the Kraliens." sideValue="2"/>


Spoiler alert, if your Comms Officer clicks "Bluff the Kraliens" it triggers the following event, which shows your outgoing message (as if it were incoming), clears all three Comms buttons, then sets some variables so the players will face the consequences.

   
Quote:
<event name="Bluff Kraliens 10 C">
    <if_variable name="in_hell" comparator="EQUALS" value="0"/>
    <if_comms_button text="Bluff the Kraliens."/>
    <incoming_comms_text type="PLAYER" from="Artemis">You Kralien fools! That filthy artifact is emitting deadly radiation! Run away from it at full speed before it kills you all!</incoming_comms_text>
    <clear_comms_button text="Negotiate with the Kraliens." sideValue="2"/>
    <clear_comms_button text="Threaten the Kraliens." sideValue="2"/>
    <clear_comms_button text="Bluff the Kraliens." sideValue="2"/>
    <set_timer name="incoming_message_timer" seconds="5"/>
    <set_variable name="message_10" value="2"/>
  </event>


The type attribute allows the Comms Officer to sort messages based on the following types:
                ALERT
                SIDE
                STATUS
                PLAYER
                STATION
                ENEMY
                FRIEND

Perhaps most powerful of all, a mission script can now spawn any arbitrary executable program on the server, passing parameters to it!

Let that sink in a little bit. [cool]

At Artemis Armada III we used this to spawn VLC media player, which will henceforth be bundled with Artemis. VLC played pre-recorded videos on the main screen. The following code block, also from my Mission to Hell script, launches VLC and passes the parameters to play a video of a costumed actor performing dialog on the server's main screen. In this case the video file is called SD01C0063.mp4 and it is located in the Mission_to_Hell folder:

 
Quote:
<event name="Play Orders from Base 1">
    <if_comms_button text="Hail Outpost Minerva"/>
    <spawn_external_program id="SD02C0149" name="dat/VLCPortable/VLCPortable.exe" arguments=" --no-video-title-show --play-and-exit --fullscreen dat/Missions/MISS_Mission_to_Hell/SD01C0063.mp4"/>
    <incoming_comms_text sideValue="2" from="Outpost Minerva" type="STATION">Attention Artemis. Your orders are to rendezvous with Doctor Crelosha of the Science Vessel Pioneer. You are at his disposal for his scientific investigations.</incoming_comms_text>
    <clear_comms_button text="Hail Outpost Minerva" sideValue="2"/>
  </event>

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Xavier Wise

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Reply with quote  #2 
A quick question about the comms buttons. Can they be created specific to one ship, or is one button viewable by all comms officers on any ship? For example, could I have a button that says 'activate radiation shield' on Artemis but not have it displayed on Intrepid?
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ryleyra

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Reply with quote  #3 
Quote:
Originally Posted by Mike Substelny

A mission script can now change the volume of the three sound channels (music, communications, and sound effects). Here is a code line everyone wants. This code will turn down the music to half volume:


That sounds useful. No more advising the players to turn down the music volume so they can hear Comms audio messages.

Quote:

A mission script can now display the value of a variable anywhere it can display text. This means big messages on the main screen, warning pop-ups, communications text messages, and even log files can include variables. Here is a code sample from Paul Rockwell's mission "Dawn Patrol":


AWESOME! I assume this feature can't be used to assign random names to a created ship, or even to refer to ships by name. However, I hope that the latter will be possible in the future, perhaps with something similar to |Ship1.name|.

Quote:

A mission script can now spawn a click button to the Communications console. The script can react when the button is clicked. For example, in "Mission to Hell" I offer the Communications Officer three choices for communicating with a Kralien squadron.

<set_comms_button text="Negotiate with the Kraliens." sideValue="2"/>


Wait, wait, is this just a button on the screen, not an addition to the menu? What is the sideValue for? The enemy should be side 1, 2+ are the players. Unless this refers to the race, which would be 2 for the Kraliens, 1 and 0 for friendlies. (And 7 for the Ximni, I think) 

Can we detect the already programmed Comms menu options as well as the ones we add?
   
Quote:

Perhaps most powerful of all, a mission script can now spawn any arbitrary executable program on the server, passing parameters to it!


!
!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!

Quote:

At Artemis Armada III we used this to spawn VLC media player, which will henceforth be bundled with Artemis. VLC played pre-recorded videos on the main screen. The following code block, also from my Mission to Hell script, launches VLC and passes the parameters to play a video of a costumed actor performing dialog on the server's main screen. In this case the video file is called SD01C0063.mp4 and it is located in the Mission_to_Hell folder:


Okay, so we have video communications. And it can be spawned and displayed on the main screen? No need for a secondary display to watch the video, or to switch out the main screen for the video player program? For that matter, TeamSpeak or whichever voice chat app Comms is using for a multiplayer game could be put on the screen, and the audio routed to the speakers.

This alone is a game changer. But I'm thinking of the other possibilities. You can put ANY PROGRAM on the main screen. You could have a custom program, running ArtClientLib, interfacing with Artemis and doing, well, anything. You could send an away team to go and run some mission, or spawn some other kind of task and presumably have the script hold until Comms indicates the task is done. This is almost the ability to chain scripts!

It's kind of limited by being available only in scripts, for now, but hopefully in a later release Comms can be given direct control over it. Maybe we can have the ability to execute a short script that runs VLC. The script can then be edited to provide ship to ship communications. (Which you can put on the main screen! Squee!)

Fish Evans

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Reply with quote  #4 
very nice any chance of a comprehensive list of the new commands so I can start work on updateing the editor? or at least the ones that are finalised.
MarkBell

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Reply with quote  #5 
Quote:
Originally Posted by Fish Evans
very nice any chance of a comprehensive list of the new commands so I can start work on updateing the editor? or at least the ones that are finalised.


I think he gave those to us in his post....

Edit: Mike, how does Artemis know when the external program has finished?

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Mike Substelny

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Reply with quote  #6 
Quote:
Originally Posted by Xavier Wise
A quick question about the comms buttons. Can they be created specific to one ship, or is one button viewable by all comms officers on any ship? For example, could I have a button that says 'activate radiation shield' on Artemis but not have it displayed on Intrepid?


Sadly, no. In this release of Artemis all Comms buttons spawn to all player ships of the same SideValue.

In fact like most of the mission scripting system, the new features do not work well with multi-ship missions. Nevertheless they work great for single ship missions.

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Mike Substelny

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Reply with quote  #7 
Quote:
Originally Posted by ryleyra
Wait, wait, is this just a button on the screen, not an addition to the menu? What is the sideValue for? The enemy should be side 1, 2+ are the players. Unless this refers to the race, which would be 2 for the Kraliens, 1 and 0 for friendlies. (And 7 for the Ximni, I think)


These buttons are in their own area on the left side of the new Comms screen. It is a special area only used for mission scripts.

The SideValue refers to which Comms consoles get the Comms button. In my example, all ships of SideValue=2 get the Comms button "Bluff the Kraliens."


Quote:
Originally Posted by ryleyra
Can we detect the already programmed Comms menu options as well as the ones we add?

   
No, you cannot detect when an existing button (e.g. a taunt) has been clicked.


Quote:
Originally Posted by ryleyra
Okay, so we have video communications. And it can be spawned and displayed on the main screen? No need for a secondary display to watch the video, or to switch out the main screen for the video player program? For that matter, TeamSpeak or whichever voice chat app Comms is using for a multiplayer game could be put on the screen, and the audio routed to the speakers.


No, it is not spawned and displayed on the Main Screen. You can spawn programs on the SERVER, and if those programs send something to a screen they can send the video to whatever server screens your program can use. You might be able to write a script that sends video to the server's secondary screen by parring parameters to VLC, but that mission would only be playable by crews that had their main screen on the server's secondary screen.

This is pushing beyond my limited understanding of VLC. I suggest you experiment with it and other programs. All of this stuff was intended to work with a single player ship with all players in the same room. Even our mission scripts for Armada were limited to spawning programs on the server only. In Paul Rockwell's missions "Scorpion Sting" only the crew of the carrier looking on the server's main screen could see and hear the Communications videos.

Quote:
Originally Posted by ryleyra
This alone is a game changer. But I'm thinking of the other possibilities. You can put ANY PROGRAM on the main screen. You could have a custom program, running ArtClientLib, interfacing with Artemis and doing, well, anything. You could send an away team to go and run some mission, or spawn some other kind of task and presumably have the script hold until Comms indicates the task is done. This is almost the ability to chain scripts!


I'm not sire what you mean here. You script still cannot read any data from any source. I know at EFCon we will see an experiment to have a script write parameters to a file that will go to a program that writes another script. That would work.

Quote:
Originally Posted by ryleyra
It's kind of limited by being available only in scripts, for now, but hopefully in a later release Comms can be given direct control over it. Maybe we can have the ability to execute a short script that runs VLC. The script can then be edited to provide ship to ship communications. (Which you can put on the main screen! Squee!)


The real limitation is that, to the best of my knowledge, programs can only be spawned on the server. To do what you are suggesting I believe only Ship #1 would be able to activate/deactivate the live video channel on the main screen. Other ships would need to leave it open on a dedicated computer (I believe).



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Mike Substelny

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Reply with quote  #8 
Quote:
Originally Posted by MarkBell
I think he gave those to us in his post.... Edit: Mike, how does Artemis know when the external program has finished?


Artemis does not know when the external program has finished. In the case of VLC videos, their duration is predictable. Paul and I built TIMERS into our mission scripts that make assumptions about when VLC is done. We use these timers for two purposes:
  1. We lower the music volume while a video is playing then bring it back up when the video is done.
  2. We don't let Comms start a second video before the first has finished. Spawning two VLCs doesn't crash the server, but it generates an error message on the main screen that disrupts player immersion.

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Mike Substelny

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Artemis 2.6 includes some new fighters and bombers called singleseat craft. The mission scripting system allows you to control what sort of singleseats are aboard a player capital ship at the start, and it lets you change the singleseat reloads available at player bases any time during the mission. Here is the code I used in The Hexaplex Vortex:

Quote:
<start>
    <set_player_carried_type player_slot="0" bay_slot="0" name="High Jinx" raceKeys="TSN player" hullKeys="singleseat TSN Fighter"/>
    <set_player_carried_type player_slot="0" bay_slot="1" name="Clipper" raceKeys="TSN player" hullKeys="singleseat TSN Fighter"/>
    <set_player_carried_type player_slot="0" bay_slot="2" name="Marshal" raceKeys="TSN player" hullKeys="singleseat TSN Fighter"/>
    <set_player_carried_type player_slot="0" bay_slot="3" name="Skeeter" raceKeys="TSN player" hullKeys="singleseat TSN Fighter"/>
    <set_player_carried_type player_slot="0" bay_slot="4" name="Badger" raceKeys="TSN player" hullKeys="singleseat TSN Bomber"/>
    <set_player_carried_type player_slot="0" bay_slot="5" name="Banshee" raceKeys="TSN player" hullKeys="singleseat TSN Bomber"/>
    <create type="player" player_slot="0" x="30000.0" y="0" z="31000.0" angle="180" name="Hastings" accent_color="30" raceKeys="TSN player" hullKeys="Carrier" warp="yes" jump="no"/>

   <set_player_carried_type player_slot="1" bay_slot="0" name="Stogey" raceKeys="TSN player" hullKeys="singleseat TSN Shuttle"/>
   <create type="player" player_slot="1" x="52500" y="0" z="92700" angle="0" name="Georgia" raceKeys="TSN player" hullKeys="Missile Cruiser" accent_color="44" warp="yes" jump="no"/>


This code, in the START block of the mission, sets the class of singleseat craft as well as their names in the mission. In this case I loaded the TSN carrier Hastings with four fighters and two bombers. I also gave the missile cruiser Georgia a shuttle. I could have let the players name their own singleseats, but then my mission script could not react to them. As it is, I can trigger actions when Skeeter gets close to a black hole or when Banshee gets far from Hastings, etc..

The singleseats must be specified before the player capital ship is spawned. You can never add singleseat craft to a capital ship after the mission script has started. Nevertheless you can send singleseat craft to a player base at any time. If a player capital ship docks at that base the replacement fighters will be automatically brought aboard up to the carrying capacity of the capital ship.

Here is the code to create the bases and load them with replacement fighters. This can be done anywhere in the script, including via a GM click button (or for that matter a Comms click button).

Quote:
<!-- Create Bases and Load them With Fighters-->

    <create type ="station" x="30000" y="0" z="30000"  raceKeys="USFP friendly" hullKeys="Civilian Base" name="DS1"/>
    <create type ="station" x="52000" y="0" z="93000"  raceKeys="USFP friendly" hullKeys="Industrial Base" name="DS2"/>
    <create type ="station" x="50000" y="0" z="60000"  raceKeys="USFP friendly" hullKeys="Science Base" name="DS3"/>
    <clear_player_station_carried name="DS1"/>
    <clear_player_station_carried name="DS2"/>
    <clear_player_station_carried name="DS3"/>
    <set_player_station_carried name="DS1" singleSeatName="Barnstormer" raceKeys="TSN player" hullKeys="singleseat bomber"/>
    <set_player_station_carried name="DS1" singleSeatName="Wheeler" raceKeys="TSN player" hullKeys="singleseat fighter"/>
    <set_player_station_carried name="DS1" singleSeatName="Bricklayer" raceKeys="TSN player" hullKeys="singleseat bomber"/>
    <set_player_station_carried name="DS1" singleSeatName="Arrowhead" raceKeys="TSN player" hullKeys="singleseat fighter"/>
    <set_player_station_carried name="DS1" singleSeatName="Bulldog" raceKeys="TSN player" hullKeys="singleseat bomber"/>
    <set_player_station_carried name="DS1" singleSeatName="Black Widow" raceKeys="TSN player" hullKeys="singleseat bomber"/>
    <set_player_station_carried name="DS1" singleSeatName="Braveheart" raceKeys="TSN player" hullKeys="singleseat bomber"/>
    <set_player_station_carried name="DS3" singleSeatName="Hellion" raceKeys="TSN player" hullKeys="singleseat fighter"/>
    <set_player_station_carried name="DS3" singleSeatName="Lock Jaw" raceKeys="TSN player" hullKeys="singleseat fighter"/>
    <set_player_station_carried name="DS3" singleSeatName="Punkinhead" raceKeys="TSN player" hullKeys="singleseat fighter"/>
    <set_player_station_carried name="DS3" singleSeatName="Ping Pong" raceKeys="TSN player" hullKeys="singleseat fighter"/>
    <set_player_station_carried name="DS3" singleSeatName="Jack Knife" raceKeys="TSN player" hullKeys="singleseat fighter"/>
    <set_player_station_carried name="DS3" singleSeatName="Checkers" raceKeys="TSN player" hullKeys="singleseat fighter"/>
    <set_player_station_carried name="DS2" singleSeatName="Sundance" raceKeys="TSN player" hullKeys="singleseat fighter"/>
    <set_player_station_carried name="DS2" singleSeatName="Lager Head" raceKeys="TSN player" hullKeys="singleseat fighter"/>
    <set_player_station_carried name="DS2" singleSeatName="Kingfisher" raceKeys="TSN player" hullKeys="singleseat fighter"/>


Notice that I cleared out all the reload singleseats available at the bases before adding my own. I did that because the bases are spawned with random singleseat reloads which I don't want. Instead I want my script to know the name of every single singleseat object that might ever exist in the mission.

In The Hexaplex Vortex I intentionally stocked most of the replacement fighters and bombers at DS1. I also gave bombers names that start with "B" to help Science and Comms efficiently direct their mobile firepower. If they happened to notice, that is. [cool]

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ryleyra

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Reply with quote  #10 
Quote:
Originally Posted by Mike Substelny

The SideValue refers to which Comms consoles get the Comms button. In my example, all ships of SideValue=2 get the Comms button "Bluff the Kraliens."


So sideValue of 1 is ignored. 

I guess that makes sense. I would have liked to have been able to direct a Comms message at an individual enemy ship, but as we have discussed previously, that's not how Comms works. Everyone in the sector sees all messages.

Quote:

No, it is not spawned and displayed on the Main Screen. You can spawn programs on the SERVER, and if those programs send something to a screen they can send the video to whatever server screens your program can use. You might be able to write a script that sends video to the server's secondary screen by parring parameters to VLC, but that mission would only be playable by crews that had their main screen on the server's secondary screen.


I think you misunderstand me. I don't mean Mainscreen the console, I mean main screen as in the display produced by the server.

When you start VLC and begin playing a video, how do the players view that video? Do they have to minimize the server's main screen so they can see VLC running behind it? Or does VLC automatically execute and place itself in front of the main screen?

Granted, I did make the somewhat optimistic assumption that whatever applied to the main screen on the server also applied to the Main Screen of additional ships, but that was a mistake. Obviously, as you say, the video is intended to be played only for the ship in Slot #1.

Quote:

I'm not sire what you mean here. You script still cannot read any data from any source. I know at EFCon we will see an experiment to have a script write parameters to a file that will go to a program that writes another script. That would work.


The script can't read data, but the program that it spawns can. Basically, you have one-way communication from Artemis to another program. The other program can only respond to Artemis via the GM or the new Comms commands.  

Quote:

The real limitation is that, to the best of my knowledge, programs can only be spawned on the server. To do what you are suggesting I believe only Ship #1 would be able to activate/deactivate the live video channel on the main screen. Other ships would need to leave it open on a dedicated computer (I believe).


Yeah, that was my conclusion above. You can spawn a program on Ship #1's server which could then send a message to a program on Ship #2's Mainscreen client to do something. But I still think the ability to display the video on Ship #1 is still a major breakthrough.

I would still like the capability to display audio files on other ship's Mainscreens, as well as the ability to potentially spawn processes, including VLC, the same as for the server. But this can wait, and it may just be possible to script a workaround. For instance, you could use the same idea above to play a sound file on another ship's Mainscreen client, instead of a video file. You just need to write the server-client interface programs.

ryleyra

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Reply with quote  #11 
Quote:
Originally Posted by Mike Substelny

Artemis does not know when the external program has finished. In the case of VLC videos, their duration is predictable. Paul and I built TIMERS into our mission scripts that make assumptions about when VLC is done. We use these timers for two purposes:
  1. We lower the music volume while a video is playing then bring it back up when the video is done.
  2. We don't let Comms start a second video before the first has finished. Spawning two VLCs doesn't crash the server, but it generates an error message on the main screen that disrupts player immersion.

Ah, I was wondering about that. In addition to using a timer to block the script until the video finishes, Comms could also acknowledge the video with a custom button. The button could even be added when the script starts, and be removed when it is acknowledged.

Of course, that requires Comms input, while the timer option doesn't. But again, I could see a random program of some kind starting that may or may not hold the script until Comms indicates that the task is done. (You could even have the script continue with normal battle operations, but only activate the special feature - like activating Nukes - when Comms or the GM says so)

origamislayer

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Reply with quote  #12 
Quote:
Originally Posted by ryleyra

I think you misunderstand me. I don't mean Mainscreen the console, I mean main screen as in the display produced by the server.

When you start VLC and begin playing a video, how do the players view that video? Do they have to minimize the server's main screen so they can see VLC running behind it? Or does VLC automatically execute and place itself in front of the main screen?


Having played the missions using VLC at Armada, I can say that VLC probably grabs focus and Artemis grabs it back once VLC closes. If you don't use Fullscreen Windowed to launch Artemis on the server, you have to alt-tab back to Artemis (so please use fullscreen windowed. It SUCKS to have to alt tab after each message).

Edit: And given that behavior, I expect only the main server can play video, etc. So no sending a video to the other ship(s).
ryleyra

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Reply with quote  #13 
Quote:
Originally Posted by origamislayer

Having played the missions using VLC at Armada, I can say that VLC probably grabs focus and Artemis grabs it back once VLC closes. If you don't use Fullscreen Windowed to launch Artemis on the server, you have to alt-tab back to Artemis (so please use fullscreen windowed. It SUCKS to have to alt tab after each message).

Edit: And given that behavior, I expect only the main server can play video, etc. So no sending a video to the other ship(s).


Darn it. I was kind of hoping that would be handled by Artemis and not left to window fudging. But I don't think I was really expecting that, so I'm not really disappointed. It's far too useful even if you have to Alt-Tab.

That means, though, that the main screen (for Ship #1) is blocked until the video ends. So even if the script did continue, you'd be without the main screen to deal with whatever happens. So the timer is necessary if, for instance, the enemy captain gloats for a moment before opening fire.

Mike Substelny

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Reply with quote  #14 
Quote:
Originally Posted by ryleyra


Darn it. I was kind of hoping that would be handled by Artemis and not left to window fudging. But I don't think I was really expecting that, so I'm not really disappointed. It's far too useful even if you have to Alt-Tab.

That means, though, that the main screen (for Ship #1) is blocked until the video ends. So even if the script did continue, you'd be without the main screen to deal with whatever happens. So the timer is necessary if, for instance, the enemy captain gloats for a moment before opening fire.



Yes, and that is a tricky thing. If you want the enemy captain to gloat before opening fire then you need to make the Communications Officer part of the story's timing. The enemy ship must just sit there until the message is played. As I saw at Armada this can really screw up a mission because of bad habits in some Communications Officers who only devote 10% of their time to looking at the Communications screen. They spend 90% of their time looking at the Long Range Scan because they honestly believe monitoring the LRS is their job.

I hope we end up with a lot of mission scripts that rely on Communications click buttons so that Comms Officers have interesting work to do on their own screens.

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ryleyra

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Reply with quote  #15 

Quote:
Originally Posted by Mike Substelny


Yes, and that is a tricky thing. If you want the enemy captain to gloat before opening fire then you need to make the Communications Officer part of the story's timing. The enemy ship must just sit there until the message is played. As I saw at Armada this can really screw up a mission because of bad habits in some Communications Officers who only devote 10% of their time to looking at the Communications screen. They spend 90% of their time looking at the Long Range Scan because they honestly believe monitoring the LRS is their job.

I hope we end up with a lot of mission scripts that rely on Communications click buttons so that Comms Officers have interesting work to do on their own screens.


Kirk: "Shields up! Close to weapons range!"
Sulu: "Closing sir."
Spock: "Enemy ship closing... coming to a stop. Holding position."
Sulu: "Holding position as well."
Chekov: "Should ve open fire, sir?"
Kirk: "Wait for them to make the first move."
[beat]
[another beat]
Kirk: "Spock, any change?"
Spock: "No, they're just sitting there."
[another beat]
Chekov: "Vhat are they vhaiting for? Are their shields up?"
Spock: "Their shields are fully charged, but they have not yet armed weapons."
[beat]
Kirk: "Uhura?"
[Uhura looks startled, picks up her earpiece and sticks in back in her ear. She then scrambles to flip the right switches]
"Um... Incoming hail, sir."
[Kirk gives her a dirty look]
"I thought it was my job to monitor long range scanners, Captain!"

Yeah, that doesn't go over well. [biggrin]

Is there an audio cue when an audio message appears? If there isn't, maybe there should be, and if there is, then maybe there should be a script command to trigger it when you add a Comms button. I would make it an option, though, because you don't want to add a lot of buttons at the beginning of the mission and have a bunch of audio cues play.

That brings up another question, how do the Comms buttons interact with the audio message buttons? Are they part of the same interface? Or do they appear in the same vertical column but aren't visually similar, or do they appear in another vertical column altogether?

And as I've said previously, the reason Comms officers aren't aware of the audio button interface is that there is no instance in which it is used in the pre-programmed scenarios. If Thom could think of a way to make use of it, Comms officers wouldn't be so unfamiliar with it when it appears in scripts. I can think of at least one place it would be usable, and that's when war is declared in a Border War scenario. It could probably be put into Peacetime scenarios as well, depending on how that game mode continues to develop.

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