Sign up Calendar Latest Topics
 
 
 


Reply
  Author   Comment  
LawsonThompson

Registered:
Posts: 625
Reply with quote  #1 
Is there any way to change the "Intel" details on a Neutral ship? Seeing "The captain is disrespectful." isn't really... helpful!

The set_ship_text() doesn't appear to cover Intel.

__________________
----
Visit us at http://www.ltebridge.com
cxfAtheus

Registered:
Posts: 322
Reply with quote  #2 
Check the vesseldata.xml file. I recall that it had all the taunts and intel at the beginning. If you change that, it should change in game. Who knows, you might be able to expand the list.

Since it sounds like you're doing a mission script, if the vesseldata file lets you assign it your comments a value, you should be able to input that value in the editor (I think that's the set_side_value command). Just set that ship's side value to the value of the comment in the vesseldata file.

This isn't something I've tried, but I think that's how it all works.
Mike Substelny

Avatar / Picture

Administrator
Registered:
Posts: 2,404
Reply with quote  #3 
Nutshell answer: NPC ships have a number of fields that you can set in a mission script. That particular one cannot be set (I believe) but it has almost no effect on the game at this time.

Detailed answer:

As you mentioned, you can set_ship_text() to change the name of the ship, its race, class, description, and scan description. New in Artemis 2.1.1 you can also set the hailtext so that the ship tells the players a custom message when hailed.

You can also set_special which allows you to select a "personality" for the ship:
-1 = nothing
0=dilapidated
1=upgraded
2=overpowered
3=underpowered

And a "personality" for the ship's captain:
-1 = nothing
0=cowardly
1=brave
2=bombastic
3=seething
4=duplicitous
5=exceptional

The field you are talking about is the ship's "Taunt Immunity" i.e. the taunt that will not apply to this captain, thus if a player used the immune taunt the captain would think the players were idiots and henceforth ignore them.

You can only really use taunts on enemy ships. While it is possible for TSN ships to be enemy ships in a multi-bridge game, the Mission Scripting System doesn't support multi-bridge play. You might also want a normal mission script with a TSN enemy ship (e.g. the Reliant in ST:II TWoK), but right now you can't control that (I believe). It's too bad, because "I'm laughing at your superior intellect" would be a really fun taunt.

__________________
"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
Dorkofyuke

Avatar / Picture

Registered:
Posts: 6
Reply with quote  #4 
Please forgive my ignorance on this, but what effect aside from cosmetic does changing the personality of the ship/captain do?
cxfAtheus

Registered:
Posts: 322
Reply with quote  #5 
How I understand it, the captain's personality changes which taunts will and won't work on that particular captain. Captain's will be immune to one type of taunt (depending on his personality) and can be goaded into blindly attacking you with the right taunt (again, depending on his personality).
Fish Evans

Registered:
Posts: 361
Reply with quote  #6 

Do you Mean Like this?

2ndscan.jpg 

This was done by Calling
<set_ship_text name="TSAF Todds" newname="TSAF Toddt" desc="Construction ship, Appears to be Making finishing touches to the Station" scan_desc="35 Souls on board Power readings are Nominal" hailtext="We Are Busy Working on Atlantis Command Currently" />


after 5 seconds of the Neutral Spawning, it seems the game plops the "intel" fragment in to the Scan_Desc (or second sci scan to you to and me) several seconds after the Neutral is created.. OR after it has finished populating the sector.. im not sure whitch at this time.

LawsonThompson

Registered:
Posts: 625
Reply with quote  #7 
Quote:
Originally Posted by Mike Substelny


You can also set_special which allows you to select a "personality" for the ship:
-1 = nothing
0=dilapidated
1=upgraded
2=overpowered
3=underpowered

And a "personality" for the ship's captain:
-1 = nothing
0=cowardly
1=brave
2=bombastic
3=seething
4=duplicitous
5=exceptional


Hm, set_special and set_ship_text are misbehaving in a script I'm working. I'll do a bit more debugging and post here later.

__________________
----
Visit us at http://www.ltebridge.com
LawsonThompson

Registered:
Posts: 625
Reply with quote  #8 
OK, got a bug. set_ship_text scan_desc isn't obeyed if set in the <start/> block.

If you set it later (5+ seconds maybe?) it sets the detail OK. Weird.

Demonstration:

<mission_data version="1.7" background_id_arme="b26761de-48e9-4803-b55b-55ca82fce843">
  <start name_arme="Start">
    <create type="player" x="50000" y="0" z="50000" name="Artemis" />
    <big_message title="Neutral Text Bug Demo" subtitle1="Science, watch Nate Neutral" subtitle2="for 60 seconds." />
    <create type="neutral" x="50000.0" y="0.0" z="45000.0" angle="180.0" name="Nate Neutral" hullID="1502" />
    <set_ship_text name="Nate Neutral" desc="START description here." scan_desc="START intel here." hailtext="Howdy, y'all!" />
    <set_timer name="timerCountdown" seconds="30" />
    <set_variable name="flagWeChangedYet" value="0.0" />
    <set_timer name="timerPostStart" seconds="15" />
    <set_variable name="flagPostStart" value="0.0" />
    <warning_popup_message message="Science, lock on Nate Neutral. Description will change in 15 seconds." consoles="MS" />
    <set_timer name="timerEndTest" seconds="60" />
  </start>
  <event name_arme="PostStart" id_arme="d395689d-f8be-417b-95eb-a3a55921f192">
    <if_variable name="flagPostStart" comparator="EQUALS" value="0.0" />
    <if_timer_finished name="timerPostStart" />
    <set_variable name="flagPostStart" value="1.0" />
    <warning_popup_message message="PostStart: Nate Neutral description changed." consoles="MS" />
    <set_ship_text name="Nate Neutral" desc="My description has been set, after 15 seconds." scan_desc="My second SCI scan text is also set after 15 seconds." hailtext="Howdy, y'all!" />
  </event>
  <event name_arme="Countdown" id_arme="5edf777c-d66a-4a71-a70c-86e757ff6dce">
    <if_variable name="flagWeChangedYet" comparator="EQUALS" value="0.0" />
    <if_timer_finished name="timerCountdown" />
    <set_variable name="flagWeChangedYet" value="1.0" />
    <warning_popup_message message="Countdown: Nate Netural description changed again." consoles="MS" />
    <set_ship_text name="Nate Neutral" desc="My description changed after 30 seconds." scan_desc="My scan details, after 30 seconds." hailtext="Yeah, we're still here!" />
  </event>
  <event name_arme="Event 1" id_arme="2e25c0e8-6e6d-4a92-8637-6ca863021136">
    <if_timer_finished name="timerEndTest" />
    <warning_popup_message message="Test End after 60 seconds." consoles="MS" />
    <end_mission />
  </event>
</mission_data>

__________________
----
Visit us at http://www.ltebridge.com
Mike Substelny

Avatar / Picture

Administrator
Registered:
Posts: 2,404
Reply with quote  #9 
It is also possible that you cannot set these in the same black that creates the NPC ship. There are some aspects of NPC ships that are like that.
__________________
"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
LawsonThompson

Registered:
Posts: 625
Reply with quote  #10 
Quote:
Originally Posted by Mike Substelny
It is also possible that you cannot set these in the same black that creates the NPC ship. There are some aspects of NPC ships that are like that.


"Possible?"  "Some?"

(Putting on my "get off my lawn" voice...) Back in my day, software was deterministic! [biggrin]


Is there some documentation I missed? mission-file-docs.txt doesn't seem to mention anything about not setting certain things in a given block.

__________________
----
Visit us at http://www.ltebridge.com
Fish Evans

Registered:
Posts: 361
Reply with quote  #11 
So in creating a Mission that uses some neutral Scan alterations I have discoverd that:

the Default Scan Discription (eg Intel: Captain is uncultured) is definatly added to the property of the neutral some time after creation, at least 3-4 seconds. you can attualy see the delay on it on the game master console. I would sumerise that some part of the sever code is only called once every 5 or so seconds and populates this section and may or may not do a few other things. This also means that you need to use a timer to alter the set ship text event.  I am currently woundering if this also is why setmaxshield frount/back acts goofey as well.

ryleyra

Registered:
Posts: 3,007
Reply with quote  #12 
I hope nobody minds my necroing an old thread, but I was actually thinking about posting on this subject just for, well, intel purposes. So rather than start a new thread for minor nitpicky info, I thought I would post it with another post discussing the same info.

First of all, on the topic of the thread, I think the TSN taunts are so terse because they are very rarely seen, as noted. Although they can be seen in PvP mode. A more revealing version of the taunt immunity message (in keeping with other races) might be:

"is uncultured" - Knows nothing about sixteenth century English plays, or the characters in them.
"is disrespectful" - Does not respond to taunts about family members.
"is humble" - Is not emotionally attached to his ship.

On to my topic, which is the set_special command. I think I've determined the use of these, although I'm not sure if they actually function or not. But I found that if I adjusted the surrenderChance property, the specialCaptainType value changes accordingly:

For ships:
dilapidated - Beams are automatically disabled
upgraded - Increases shields by 30% (see http://artemis.forumchitchat.com/post/coop-vs-solo-mode-7505597)
overpowered - Increases both shields and topspeed by 30%.
underpowered - Decreases shields by 30%. Topspeed is unaffected

For captains: 
cowardly - surrenderChance is 100. (Doesn't mean 100% chance of surrender, but presumably captain will surrender sooner)
brave - surrenderChance is 0
bombastic - Will send taunts and surrender requests to Comms. I've confirmed this.
seething (in mission, easily offended, on screen?) - I'm assuming, but reacts more quickly to taunts, or for longer
duplicitous - will pretend to surrender, but will come back after a while. I've confirmed this as well
exceptional - could be anything

ryleyra

Registered:
Posts: 3,007
Reply with quote  #13 
I'll add also that BioMech intel is also hardcoded and probably attached to the "asteroideater", "anomalyeater" and "sentient" hullKeys. BioMechs have a stat called "Anti-proton levels" which shows up for all of them. It is random in mission mode, but clearly is preset to a reasonable starting value in other modes.

And that's a lot of info for what I thought was just going to be necroing a thread. :/
Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.