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smalldragoon

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Reply with quote  #1 
Hi all,
I'm new on the forum.
I planning to use Artemis bridge within a RPG campaing ( means Artemis will be only a part of the campain...)
I foudn the New Galaxy mod , read through this forum ( and some others)
Seems that no one has done so far a detailed Mof for Starwars ( knowing that the SW galaxy one is alredy very nice and has a lot inside ).

Regarding "modding ", I would like to confirm few point , specially with V2.3 ( and now so 2.4 ) which brings new features ( such as he fighters )

1 - For a ship, there is only 1 single weapon station ( means I can not have 1 main and 1 turret ) right ?
2 - by default, I see 3 repairing "robots" for each ship. How can I define ( and so reduce or increase ) the number of these reparing units ?

3 - I understand we can not trigger a sound when player ship is firing right ?


Advice questions now :

I found the TSN mod which provides a lot of new options. I'm planning to use this basis, adding Starwars ship and changing maps ( using starwars galaxy names) , sounds ...

Does it make sense ? I can benefit from their "generic" features and will specialize for SW
Do you see any point which could be problematic / tricky I must be aware of ?

Thx !
MarkBell

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Reply with quote  #2 
Welcome aboard!  And dive right in [smile]

1) Correct.
2) As of right now, you can only have 3 sets of damcon teams.  In a mission script, I believe you can selectively disable the number of repair crews, but I don't know of any way to increase them.
3) When you fire beams, it triggers a sound file defined in artemis.ini - cuePlayerBeam is what to CTRL+F.  cuePlayerTorpedo does something similar.

As for modifying the TSN mod, I don't see any reason why doing a Star Wars facelift would introduce any specific problems that wouldn't apply to creating your own.

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Mike Substelny

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Reply with quote  #3 
I could see a way of making a turret using a mission script.

  • Make a second ship called "Turret."
  • Give the turret a listing in Vesseldata.XML that lets it turn but not move (no engines).
  • Give it shields and beam weapons accordingly. I suggest forward firing beams in a very narrow cone.
  • In the mission script, use Set_Relative_Position to keep the turret attached to the main ship.
  • When launching the game, give the turret player two stations, one Helm and one Weapons.
  • Leave the Turret Weapons console set on manual targeting as much as possible.

The turret player won't be able to aim exactly like Luke and Han in A New Hope, but he/she will be able to turn the turret to bear on new targets and fire a beam weapon.

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ryleyra

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Reply with quote  #4 
Quote:
Originally Posted by Mike Substelny
I could see a way of making a turret using a mission script.


I have done this. My experience is that the "turret" tends to move extremely jerkily, as the network lag causes it to delay in one position for a moment, and then jump to the location of the main ship. However, if you can ignore that one issue, it works.

It should be technically possible to do the same thing with a fighter, and you would actually be able to aim the "turret" at the enemy and fire it. Unfortunately, as far as I know it isn't possible to identify a fighter in a script and change its characteristics.
Mike Substelny

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Reply with quote  #5 
Quote:
Originally Posted by ryleyra


I have done this. My experience is that the "turret" tends to move extremely jerkily, as the network lag causes it to delay in one position for a moment, and then jump to the location of the main ship. However, if you can ignore that one issue, it works.


This may be a function of network connectivity and server power. The turret will probably be a lot less fun if you are playing over the internet, or if you are using wifi. To minimize this effect, use a really fast server and put all the players in the same room playing on a wired network.

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"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
smalldragoon

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Reply with quote  #6 
Ok, Thanks a lot, I will try the turret with the 2ship, sounds good for me [biggrin]
By luck, anyone would know where I can find some documentation / manual of the TSN expansion ? tried to register on their website wihtout success , I just posted the question on a thread in this forum but any insight is welcome !

Other question : any tutorial on ship addition ? ( I found the ship software, but how to have the texture matching, how to organize it ? - I see opening the picutres that there are an "organisation" on the different parts of the ships )

Thx !
sclassing

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Reply with quote  #7 
Greetings!

Here is a stab at a tutorial I put together for Artemis Galaxy:
https://artemis.forumchitchat.com/post/artemis-star-wars-mod-8099333

In working on that, I collected quite a bunch of resources you could use in your efforts.  I've been able to unpack some of the existing (older) Star Wars video games [they were open-sourced] and can get you a bunch of background music / sound effects, etc.  I've also got quite a few 3D models from scouring the web.

Lemme know how I can help.

And welcome aboard!
smalldragoon

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Reply with quote  #8 
hello Sclassing !
indeed, I found your post and already downloaded the mod and tested it ! great, specially the millenium falcon [biggrin]
I would be happy to collaborate on an Artemis Starwars mod.
My Idea is to have from what have I seen so far would be to have the same GameMAster console than TSN but dedicated for Starwars.
To give more background, I'm planning to use Artemis inside a "normal" RPG for all the space fights and potentially some exploration.
I have identified few issues Artemis can not fullfill such as having a Planet.
I saw some asteroid and I'm wondering if it is not possible to create a huge one to represent a planet.
Regarding the 3D models, I would be happy to help and work on new models as it will work in any case ...
I think creating sectors based on Strwars galaxy like TSN has done would be good as well ( still not understood how the "jump gate" are working ...)

Should we start few thread to have other potenailly help / comment / collaborate ? what are your plans on your side ?


smalldragoon

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Reply with quote  #9 
Hello all !
First , happy new year ....
I did a little bit of homework, and what Sclassing has done most likely what I need ( as a reminder, is to be able to use Artemis as an RPG help tool, Artemis being not the full "focus" and will be used from time to time )
I keeping asking questions here instead of polluating the Artemis Galaxy thread :

- I'm trying to create a player ship as being an YT-1930 ( almost the same than the Falcon ). Downloaded blender but the software looks pretty complicated.
@Sclassing : would you have the 3D model already available for a YT-1930 ?

I returning to my tests of scripting now
thanks !
MarkBell

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Reply with quote  #10 
Blender is honestly a pretty powerful tool - it's not too bad to get into, especially with the huge number of video tutorials available online.
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Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
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