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JordanLongstaff

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Reply with quote  #1 
I want to write a mission script that includes a Skaraan ship, but I want it to have a very specific set of special abilities. Is there a way to specify it, and if so, how can I do it with Artemis Mission Editor?
ryleyra

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Reply with quote  #2 
I'm not sure about the Mission Editor, but you set special abilities with the command set_specials:

<set_special name="SK1" ability="Cloak"/>
<set_special name="SK1" ability="Drones"/>

Note you have to use a separate command for each ability you wish to activate, and Skaraans you create in a script start with no abilities. Remove abilities with "clear".

<set_special name="SK1" clear="Cloak"/>

Note if you remove the Cloak ability while a ship is cloaked, it will stay cloaked forever. [biggrin]

Also note the same command is used to set ship and captain specials. (i.e. "underpowered" and "cowardly", et al.) This was added in 2.4 or maybe 2.3, prior to that another method was used to set specials. The tag on Skaraan ships was also changed from "elite" to "hasspecials" at that time.
JordanLongstaff

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Reply with quote  #3 
Thanks!

I have a few more problems I'm trying to sort out, though, and I'm new to mission scripting. One is that none of my ally ships will accept orders, and I don't know how to solve that. Number two is that I want one of the enemy ships to appear and be stopped dead, i.e. not move at all.

EDIT: I found the solutions to both problems, but now I have another: I want to put anomalies on the map, is there a way to control what upgrades they contain?

EDIT: Another question...I want to put a space monster on the map, and is there a way to ensure it's a Classic Space Monster?
Mike Substelny

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Reply with quote  #4 
From the docmument mission-files-docs that comes with the game:

-- for anomalys
    ATTRIBUTE: pickupType
        VALID: 0-7
            0 = ITEMTYPE_ENERGY, //Anomaly
            1 = ITEMTYPE_RESTORE_DAMCON,//Vigoranium Nodule
            2 = ITEMTYPE_HEAT_BUFF, //Cetrocite Crystal
            3 = ITEMTYPE_SCAN_BUFF,//Lateral Array
            4 = ITEMTYPE_WEAP_BUFF,//Tauron Focusers
            5 = ITEMTYPE_SPEED_BUFF,//Infusion P-Coils
            6 = ITEMTYPE_SHIELD_BUFF,//Carapaction Coils
            7 = ITEMTYPE_COMM_BUFF,// secret code case

So the following line gives you a Secret Code Case anomaly:

 <create type="anomaly" x="12800" y="-100" z="15800" name="anomaly 1" pickupType="7"/>


From the same document:

    -- for monsters
    ATTRIBUTE: monsterType
        VALID: 0-7
            0 = GMMONSTER_CLASSIC,
            1 = GMMONSTER_WHALE,
            2 = GMMONSTER_SHARK,
            3 = GMMONSTER_DRAGON,
            4 = GMMONSTER_PIRANHA,
            5 = GMMONSTER_TUBE,
            6 = GMMONSTER_BUG,
            7 = GMMONSTER_DERELICT,

So the following line creates a Classic Space Monster:

  <create type="monster" x="58500" y="0" z="60500" monsterType="0"/>

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Mike Substelny

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Reply with quote  #5 
Quote:
Originally Posted by ryleyra
Note you have to use a separate command for each ability you wish to activate, and Skaraans you create in a script start with no abilities.


I believe this is incorrect, but I could be wrong. I believe the racial tag "hasspecials" in vesseldata.xml means that all Skaraan ships are spawned with a random set of elite abilities. If you want total control of these abilities, then after each Skaraan ship is spawned you need to clear all of its unwanted elite abilities then add the ones you want.

Non-Skaraans who don't have the racial tag "hasspecials" in vesseldata.xml do start out with no elite abilities. They can be given elite abilities by your mission script. For example, in my scripts I always give my NPC Ximni ships the elite abilities of Jump and Drone.

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ryleyra

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Reply with quote  #6 
Quote:
Originally Posted by Mike Substelny


Non-Skaraans who don't have the racial tag "hasspecials" in vesseldata.xml do start out with no elite abilities. They can be given elite abilities by your mission script. For example, in my scripts I always give my NPC Ximni ships the elite abilities of Jump and Drone.


I admit that's possible. I may have been thinking of non-Skaraans I created and added specials to.

If Skaraans are created with random specials, though, how do you clear them without going through the list and clearing ALL defined specials?

Maybe I should double check this. It would probably be applicable to my Module_3_bases update.
JordanLongstaff

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

-- for anomalys
    ATTRIBUTE: pickupType
        VALID: 0-7
            0 = ITEMTYPE_ENERGY, //Anomaly
            1 = ITEMTYPE_RESTORE_DAMCON,//Vigoranium Nodule
            2 = ITEMTYPE_HEAT_BUFF, //Cetrocite Crystal
            3 = ITEMTYPE_SCAN_BUFF,//Lateral Array
            4 = ITEMTYPE_WEAP_BUFF,//Tauron Focusers
            5 = ITEMTYPE_SPEED_BUFF,//Infusion P-Coils
            6 = ITEMTYPE_SHIELD_BUFF,//Carapaction Coils
            7 = ITEMTYPE_COMM_BUFF,// secret code case


Thanks very much!

So I'm guessing there's no way to get any other type of anomaly, like Vanguard Refit...
Spirit02

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Posts: 7
Reply with quote  #8 
Jordan - if you compile the sources you can find here: https://github.com/dthaler/ArtemisMissionEditor
(you'll need to download VisualStudio) you'll get a version of the mission editor that has support for the different types of anomalies, along with a bunch of the other new stuff in 2.5/2.6.

Or you could read the mission-files-docs as Mike suggested [biggrin]
That said, there is a bunch of stuff in there that has been deprecated or changed and not updated.
For example, CHASE_NEUTRAL and CHASE_ENEMY seem to have been combined into CHASE_AI_SHIP, among other things.
Mike Substelny

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Reply with quote  #9 
Quote:
Originally Posted by ryleyra
If Skaraans are created with random specials, though, how do you clear them without going through the list and clearing ALL defined specials?


That is how I do it.

I am pretty sure this is still the case, since playtesting The Hexaplex Vortex before Aramada III revealed an occasional Skaraan with an elite ability I didn't want them to have.

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