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Darrin

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------- changes for V2.7.2 -------

added some server-only hotkeys to controls.ini
SERVER_OPTION_TOGGLE
END_RESULTS_SCREEN
TOGGLE_SIMULATION
PAUSE_SIMULATION
RESUME_SIMULATION
END_SIMULATION

VOLUME_MUSIC_UP
VOLUME_MUSIC_UP
VOLUME_MUSIC_DOWN
VOLUME_MUSIC_DOWN
VOLUME_SFX_UP
VOLUME_SFX_UP
VOLUME_SFX_DOWN
VOLUME_SFX_DOWN
VOLUME_COMMS_UP
VOLUME_COMMS_UP
VOLUME_COMMS_DOWN
VOLUME_COMMS_DOWN
VOLUME_MUTE_ALL

elite ships (skaraans) now have two more special powers. One is a shield frequency scrambler, that randomly changes shield bands. The other is just like the normal
teleport, but backwards instead of forwards.
I cleaned up the elite skaraan ship brain code, so (hopefully) it uses the ship's elite abilities better and more appropriately.

made code change so there's ALWAYS a replacement fighter at SOME base

added Properties for monsters to scripting. These adjustable properties are:
speed
health
maxHealth
turnRate
age
size
skaraans launch drones more quickly, from slightly farther away. Other ships with drone launchers are similarly adjusted.
doubled arvonian fighter complements.
changed code that creates friendly stations in solo missions. This should only add more stations.
now, in most solo and coop games, a second, delayed skaraan wave will join the fight.

In artemis.ini, I added back editable torpedo values
damageTorp***, speedTorp***, turnTorp***, minutesToProduceTorp***



I'm looking forward to playing around with monsters...

Mike Substelny

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Reply with quote  #2 
I am looking forward to the new monster features, too. It should make possible a couple of peacetime mission scripts I've always wanted to write.
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e4mafia

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Posts: 223
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Every time I see an update I get giddy! Of course my wallet gets nervous too. With the DMX Editor adding RGB keyboard support, and eventually a 3.x something of Artemis coming on the horizon somewhere, the need for new laptops is looming, and my bank account is sweating! 😋

I love this game, I love the people here!

Darrin

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Posts: 100
Reply with quote  #4 
Ok, I've been playing around with some of the new monster attributes. Well, mostly I've been playing around with "size". I don't think all the new properties have quite been added to the Mission Editor, so here's the syntax I've been using:

<set_object_property property="size" value="10.0" name="Monster" />
<set_object_property property="maxHealth" value="3000" name="Monster" />
<set_object_property property="health" value="3000" name="Monster" />

And I've discovered that it looks like not all monsters can be re-sized. 

Typhon: No.
Whale: Yes.
Shark: Yes.
Dragon: Yes.
Pirahna: No.
Charybdis: No.
NSect: No.
Jelly: Yes.
Wreck: No.

I'm not sure exactly if there's an upper limit to the size... it's a float value, so the upper limit would be arbitrarily high. Once you get above size 300-ish or so, the size of the creature can be larger than the draw distance for the viewscreen, so your ship could be "inside" the monster but still be too far away for the engine to "draw" it on the viewscreen. 

The other quirk I've noticed is the "pushRadius" (or whatever it is monsters use for collision) does not change. So a normal-sized ship will clip inside a size 30 shark or dragon before the creature gets close enough to perform its attack routine. Likewise, you can fly right through a size 30 jelly and not collide with it. I suppose if you wanted to prevent this, you could set-position a hidden mesh on the monster with an appropriate push radius, but this wouldn't quite work for non-spherical monsters (and might interfere with their physical attacks). 

I was curious if anyone else has been playing around with monster sizes? I haven't played around with speed or turnRate yet. Have you run into any other quirks?





Mike Substelny

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Reply with quote  #5 
I played around with the attributes of Sharks (or was it Dragons?) and they worked as expected. I did not, however, attempt to push any attributes to super extremes.

The Dragon would be the most interesting and problematic to scale. It's body is animated and it can carry a player ship around in its mouth. A dragon scaled to be microscopic could grab a player ship while its mesh was still some distance away. This would be hilarious but perhaps confusing to players.

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