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e4mafia

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Reply with quote  #1 
Has anyone made an attempt to script random side quests similar to what appears in Thom's built in missions? 

My dream script would be something like  a GM sandbox with mission generator button - like make 1 click to drop a ship somewhere with a request for an errand or something like that.

Also the ability to identify in a script what ship science is targeting. Thats my other dream. I've mentioned that in other places so I wont harp on it here.

Darrin

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Reply with quote  #2 
rileyra's SimpleSandbox very much does this. Have you tried that one yet?

We've probably already discussed the scan level thing. Most objects in the game can be scanned at least once, so you can trigger events off of that. However, there are certain objects that can't be scanned (stations, for instance), and scan_level can be triggered by something *other* than Science actively scanning. For example, just being close to an object can give you the first scan level, or launching a probe, which means Helm and Weapons can trigger something you wanted Science to trigger first.

Xavier Wise

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Reply with quote  #3 
Some time ago I added a 'Mission Mode' to the TSN Sandbox which had generic meshes that, when interacted with, would present a mission to the players. There was no real interest in it though, and we didn't really use it in the TSN, so it was dropped. It was also before features like Comms buttons and being able to check scan levels, so the way to interact was by flying to it and waiting I think.

I have worked on some custom code recently for the sandbox specifically for a mission, so I know it is possible to add. What kind of side quests are you looking for?

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e4mafia

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Reply with quote  #4 
Just looking for an easy way to activate things like what appear in the built in Missions. Stuff like “Hey Artemis. Go get X from Y and bring it to Z and we’ll give you a prize” type thing. But on a kind of randomized basis where the items and locations are different each time you trigger the side quest launch button.

That kind of thing.
Xavier Wise

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Reply with quote  #5 
I can imagine a way that it could be added to the TSN Sandbox, with shuttle pick up points, or rendezvous locations for ships. It could be completely random in terms of a location to go to/from, or it could be a GM placed location. I can see it using ships rather than bases though
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Mike Substelny

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Reply with quote  #6 
Quote:
Originally Posted by e4mafia
Has anyone made an attempt to script random side quests similar to what appears in Thom's built in missions? 



It is possible to do this. The main issues are:
  1. You would need to spawn ships & bases with known names, not random names, otherwise the Communications messages can't tell the players where to go and what to do.
  2. You will need to script Comms messages for every possible combination of side missions. That could be a lot of scripting.

If you have multiple player ships then some of the rewards won't work 100% the same. That is, if you script rewards the players by boosting Beam weapons or shields, the boost will go to ALL player ships.

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ryleyra

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Reply with quote  #7 
My Simple Sandbox gets around this, but it takes a few tricks...

Quote:
Originally Posted by Mike Substelny

You would need to spawn ships & bases with known names, not random names, otherwise the Communications messages can't tell the players where to go and what to do.



I get around this by using the same first letter for each type of ship. So for instance all Transports start with "T". Then I generate a random number that I stick into the Comms messages with text substitution. (i.e. "Artemis, this is T|variable|")

One thing I can't do, however, is use a custom player ship name in a Comms message. You'll have to leave it as "Artemis". (Actually, you can't use text strings at all. Text substitution only works with numbers)

Quote:

You will need to script Comms messages for every possible combination of side missions. That could be a lot of scripting.



It IS a lot of scripting. 😃 Comms buttons let you add buttons and remove them as needed however, so that's somewhat easier.

Quote:

If you have multiple player ships then some of the rewards won't work 100% the same. That is, if you script rewards the players by boosting Beam weapons or shields, the boost will go to ALL player ships.


I just ignore the second and following ships. The Simple Sandbox isn't really meant for multiple player ships.

Mike Substelny

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Reply with quote  #8 
Quote:
Originally Posted by ryleyra
I just ignore the second and following ships. The Simple Sandbox isn't really meant for multiple player ships.



Ryleyra, what I meant was that when your script sets the properties playerWeapon or playerShields it affects ALL player ships, no matter what Player_Slot or Side_Value. If new player ships enter the game they will also have their weapons or shields boosted.

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