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xscape

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Reply with quote  #46 
Quote:
Originally Posted by e4mafia
My wish list would include (by no means exhaustive)

- Object oriented 
- Control over every game play variable, stores on the ship(s), whatever isn't currently covered, add that in please.
- Base actions (loading/unloading activities, away teams to the base, etc)
- A "full featured" GM mode for missions, that doesn't need half a million lines of code to add the functionality. Maybe take inspiration from the TSN GM package as a point of comparison. This is less of a scripting request I guess, and more of a general game feature though, I suppose
- Random encounter/event/side mission options, similar to what gets created in the non scripted missions in 2.7. Some way to create a random side mission, every x to y minutes or something like that. Or an option to just "include" random side missions as a single statement in the script setup.
- Side mission types





I second this, I would really like to be able to receive events about damage to various parts of the ship e.g. hull damage, engines, impulse etc.. so that I can trigger external "physical props" that match what was damaged. 
anwoke8204

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Reply with quote  #47 
perhaps Dave Thaler has mentioned this already, but I didn't see the response if he did.  do we know if he will be updating his mission editor to work with the new language?
anwoke8204

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Reply with quote  #48 
Quote:
Originally Posted by Mike Substelny
Continuing with game master conundrum . . .

Starting with the earliest days of Artemis, Thom has taken the game to conventions and offered prizes called "Lucky Sevens." If a new crew plays their first Invasion Mode game on difficulty 7 and wins they get a prize. Over the years lots of crews have tried to be Lucky Sevens and a few succeeded and won the prize. Right now if a sneaky player opens the GM screen all they see is a map with unlimited sensor range so it doesn't make much difference. But the Lucky Seven prize would be ruined if a sneaky player could open the GM screen and find controls to buff their ship, destroy enemies, add friendlies, move terrain, etc..

Does that make the problem clear?


I have heard of this before, and would actually be interested in trying this at westercon if we somehow could.  My staff and I with you as the referee/judge.
Darrin

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Reply with quote  #49 
Quote:
Originally Posted by anwoke8204
perhaps Dave Thaler has mentioned this already, but I didn't see the response if he did.  do we know if he will be updating his mission editor to work with the new language?


Based on what Thom has said he's working towards in 3.0, the data structures and file formats are going to be completely different. He's also leaning heavily towards using an existing scripting language, presumably one that already has scripting tools of some sort. 

So... while it's unlikely that the Artemis Mission Editor will be useful for 3.0, hopefully there won't be quite as much need for such a platform-specific editor. If we do need a new mission editor, then... I think the plan right now is to make the data elements accessible enough that putting one together won't be quite so cumbersome.


Mike Substelny

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Reply with quote  #50 
Quote:
Originally Posted by anwoke8204


I have heard of this before, and would actually be interested in trying this at westercon if we somehow could.  My staff and I with you as the referee/judge.


Sure, I could do that, but it's pretty easy. Just run a difficulty 7 mission with a TSN Light Cruiser. If the crew survives they are a Lucky Seven crew. If you want to run a different ship I can come up with alternate rules. We can break this discussion out of the forum if you want more details.

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Mike Substelny

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Reply with quote  #51 
Quote:
Originally Posted by xscape


I second this, I would really like to be able to receive events about damage to various parts of the ship e.g. hull damage, engines, impulse etc.. so that I can trigger external "physical props" that match what was damaged. 


I think the way to trigger physical props is with the DMX controls. But if you want the ship to respond to physical props you might need to involve a mission script.

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Timex

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Reply with quote  #52 
the ability to use an OR function with conditions. this would save a lot of lines of code.
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janx

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Reply with quote  #53 
I've not messed with scripting, but perhaps some of these ideas affect it:

I'd like to see all species/ships treated the same such that when I start the game, it asks me what species and then what ship I want to play. That changes how data is defined such that there's no such thing as player ships or non-player ships. It's just ships, and whether a player is controller one or AI.

I see we're going to get infinite maps.  I'd like to see the game support exploration and "going to places" to do stuff.  The current game was designed as a combat sandbox, which was a great idea except for all of us then had visions of being starship captains and doing more...which might bore the weapons officer.

Planets. Suns.  Maybe we don't need a whole Galaxy like Elite Dangerous, but aim for something sized like VGA planets?


e4mafia

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Reply with quote  #54 
Not a scripting item, really - but it would be amazing to see z axis movement as full as x and y. I was fooling around. With space nerds in space and very much liked the full axis movement. It does add a layer of complexity so maybe that goes into “advanced mode” ?

DizzyKungFu

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Reply with quote  #55 
Quote:
Originally Posted by ryleyra
I do like the idea of a "plug-in" vesselData file that can be loaded along with the existing vesselData so it doesn't have to be edited. It should be possible to load the file at startup, so that shouldn't be a problem. The issue would be coming up with a way to merge the file with the sequential numbering of vesselData, without breaking it by, for instance, adding a player ship that is not the next available hull id in the sequence. Perhaps the plug-in format could skip the hull id and the game could generate it according to the ship's race or playable status. Or, you could specify if a ship is to be added to an existing sequence or assigned a totally new multiple of 1000.

As for adding ships that do not appear in standard play modes, just create a new race, and don't give it any of the standard keys like "enemy", "support" or "player". Create a new key, like "custom", to use in your script to access that race. The latter isn't strictly necessary, you can just use the name of the race to specify it, but I'm not sure what would happen if you didn't specify ANY race keys. (Plus, you may want to duplicate a race name so the custom key will be needed to uniquely identify it)



Second this! More specifically, I would like to have the game check a MISS folder and load any custom ships for that mission alone! This would make it so that custom stuff is only loaded in as needed.
DizzyKungFu

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Reply with quote  #56 
Quote:
Originally Posted by NoseyNick
Am I correct in recalling... You can copy from a variable to a property, but not vice-versa, without playing games of "greater-than, less-than"? It's been a while, I may be remembering wrong, but closing that loop would help a lot - need to be able to read and write object properties to/from variables.


Second this! I've been wanting to do this a lot with my scripts lately, and just had to resort to super-complicated multiple testing events in order to work around it. It would be SO NICE to just have one line to say something like player_current_front_shields = shieldStateFront
ron77

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Reply with quote  #57 
I think the issue with the sequential numbering in the vesselData only arises because that was the system Thom decided to use back in the day. There are several other systems that come to mind that don't require the editable vesselData file to use sequential numbering at all.
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