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Darrin

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Posts: 165
Reply with quote  #1 
Ok, I really should have posted this earlier, but I only got the idea Saturday morning... so, less than 24 hours to script an entire mission. It's late, I'm tired, not sure if this is working entirely... but here goes. 

Should work with Artemis 2.7.x (no Skaarans). Not sure if it works with 2.6.x (haven't tried it yet).

It may be really buggy... haven't really had a chance to rigorously playtest it yet. If you find any bugs, please let me know ASAP so I can fix it.

Find 13 hidden easter eggs. I tried to provide something interesting for every station. The clues stink, best I could think of on short notice.


Edit: No major bugs yet, but cleaned up a few features.

 
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zip MISS_Easter_Egg_Hunt.zip (14.93 KB, 18 views)

DizzyKungFu

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Posts: 94
Reply with quote  #2 
I tried this, and it's pretty fun! Def different than the standard "shoot 'em up" mission. 😉

It's very bug-free, but I noticed a small bug where Egg #8 gets stuck up in the corner if you get Egg #1 first. This can be fixed by changing the destroy in line 1811 from "  " to " ". Also I noticed that you can't get the buttons back if you disconnect and reconnect Comms.
Darrin

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Posts: 165
Reply with quote  #3 
Quote:
Originally Posted by DizzyKungFu
I tried this, and it's pretty fun! Def different than the standard "shoot 'em up" mission. 😉

It's very bug-free, but I noticed a small bug where Egg #8 gets stuck up in the corner if you get Egg #1 first. This can be fixed by changing the destroy in line 1811 from "  " to " ". Also I noticed that you can't get the buttons back if you disconnect and reconnect Comms.


Ok, I fixed the destroy "  " bug. Found another bug with the Egg Counter, no message for zero eggs. 

You can reset the Comms buttons by scanning the Egg Tender object. However, this isn't all that obvious, unless you're already looking at the description of the Egg Tender. I've added a text message from the Easter Bunny that explains how to reset the Comms Buttons. 

Ok, I've attached version 1.2. 

 
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zip MISS_Easter_Egg_Hunt.zip (15.23 KB, 4 views)

Darrin

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Posts: 165
Reply with quote  #4 
Last night at the Artemis party, they found another bug: If you choose a pirate ship, you can't dock at the station. And there's no enemies to kill to improve your Pirate reputation.

So. Fixed. Version 1.3:



 
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zip MISS_Easter_Egg_Hunt.zip (15.28 KB, 4 views)

Darrin

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Posts: 165
Reply with quote  #5 
It only occurred to me this morning that last year, I coded an Easter-themed mission.

I have updated the Easter Egg Hunt for Artemis 2.7.5. Here's version 1.4.

This version should work for any ship name, so long as it's in player_slot = 0. So the young-uns can call their ship whatever they like and still complete the mission. (Egg #6 had to be adjusted slightly, scanning jellies instead of tagging them.) I've added some pop-ups and message texts for when new eggs appear. 


 
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zip MISS_Easter_Egg_Hunt.zip (15.74 KB, 2 views)

HaydenBarca

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Posts: 198
Reply with quote  #6 
Thanks for the update, Darrin.  Artemis has become the social distancing social time for my 10-year-old's spring break "with" his buddies, so we'll give this a try tomorrow.
HaydenBarca

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Posts: 198
Reply with quote  #7 
We played today with five 10-year-olds and they had a blast.  A very creative and fun mission. 

The only other feedback I got was that weapons needed some more to do.  Maybe a couple extra extra sharks or so to provide some threat.  Or some piranhas coming out of the wrecks.  

Thanks for putting this together and sharing.
Darrin

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Posts: 165
Reply with quote  #8 
Quote:
Originally Posted by HaydenBarca

The only other feedback I got was that weapons needed some more to do.  Maybe a couple extra extra sharks or so to provide some threat.  Or some piranhas coming out of the wrecks.  


Thank you for the feedback! I will try adding some piranhas and nsects. 

Originally, Weapons was supposed to tag the jellies, but that checks against the ship name, and I wanted to switch everything in the script away from a set name and use just player_slot. (I may bug Thom about adding an option that just checks yes/no whether a ship/monster is tagged.)


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