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Coolnether123

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Reply with quote  #16 
So I’ve got the TSN sandbox and expansion mods and they are both working. I’m just wondering if there is a way to save ships in a sector so that after the player ship(s) leave and come back the environment is completely the same with all ships still in place
Xavier Wise

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Reply with quote  #17 
Quote:
wondering if there is a way to save ships in a sector so that after the player ship(s) leave and come back the environment is completely the same with all ships still in place


I am afraid there isn't this level of persistence in Artemis, though I was talking to a fellow TSN officer about having a script run that could record this and then edit the sandbox xml. It would take a lot of work, and isn't a priority so is unlikely to happen anytime soon (if it is even possible). On the other hand, with the GM controls in the Sandbox, it is easy enough to spawn the players in the last sector they were in and move the ships to their last locations. If you take a screenshot of the locations before the end of the mission, then there should be no problem. You could also use the controls to set each ship's ordnance level to match their last known levels. All you need to do is ensure that each crew reports their supply levels during the sign-off (mission end). I could look at adding a log file that records all this for the GM, particularly now that we have the "Get_object_property" scripting command. This would come in Version 8 of the Sandbox.

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Xavier Wise

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Reply with quote  #18 
***UPDATE ON PROGRESS***

As you may already be aware, I have been working on Version 8 of the TSN Sandbox. This version makes full use of the "player_slot" scripting command and will allow crews to use the Sandbox and name the ships how they like, rather than being restricted to the set list. I have finished a lot of the code already and have moved on the final stages - modifying the Jump Gate code and the Auxiliary supply ship code. After a quick test last night, things are looking promising, and it shouldn't be long before it is ready for multi-crew testing; I am hoping to release Version 8 in the next week or so.

Once released, I am going to go through the code and see how it can be refined further, now that we have the "get_object_property" scripting command. I have already managed to make the ordnance tracking code more efficient in the sandbox using this, and hope that in the future I will be able to use it for a number of different purposes, including tracking a ship's position and other ship states. 

Once complete, I will release the Sandbox on GitHub and create a new Sandbox post here on the Artemis forums. I am quite excited to get it released as I think the new "player_slot" command and the ability to name your own ships is going to open up this script to a much larger audience. I also think I might add in some dynamic missions that do not require a GM - such as standard patrols, rescue missions or raids - to create opportunities for players to explore and encounter random events throughout the numerous systems. You never know, I might also add in a "Pirate Mode" [wink]



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Darrin

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Reply with quote  #19 
Quote:
Originally Posted by Coolnether123
So I’ve got the TSN sandbox and expansion mods and they are both working. I’m just wondering if there is a way to save ships in a sector so that after the player ship(s) leave and come back the environment is completely the same with all ships still in place


It is possible, just write the ship status and positions to variables before you destroy the sector, and then rebuild the sector when the player jumps back into the sector. After Armada V, I will be working on a mission script with multiple sectors where all the object positions and status are logged into a log file, which is then converted to a new mission script. This will allow you to play for a few hours, save your game, and come back to the game later. I'm planning a more involved campaign-style story that will take a crew multiple days to finish. Right now it's called "Artemis Odyssey" (name will probably change to something more pirate-themed), and I've got a few pieces of the code in other scripts I've written, and some notes, but I've been too busy with Armada stuff to work on it. 

I have no idea how long it will take to script, though. I won't be using the TSN mod, just stock Artemis 2.7.5. 
dragonfly

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Reply with quote  #20 
That is something that can be fixed, hope some expert gives some smart answers here. 😉  
Mike Substelny

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Reply with quote  #21 
Quote:
Originally Posted by Coolnether123
So I’ve got the TSN sandbox and expansion mods and they are both working. I’m just wondering if there is a way to save ships in a sector so that after the player ship(s) leave and come back the environment is completely the same with all ships still in place


For Artemis Armada V we are going to attempt an alternative to achieve persistence. Every sector in The Persistent War will have its own server with a sector name. When a player ship moves from Sirius Sector to Aquarius Sector the whole crew logs out of the Sirius Server and logs into the Aquarius server. While they are gone the Sirius server keeps running, with all the NPC ships, monsters, and bases continuing to operate in real time. Artemis 2.7.5 has been so stable that we believe we can keep nine servers running all day long, so entire squadrons of player ships can patrol from sector to sector at will.

We have done the best testing we can and we are confident it will work. We will know the truth in three weeks.

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e4mafia

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Reply with quote  #22 
Sandbox usage question - when creating a side quest I see you create a rendezvous point for pickup and another for drop off - is there a way to attach a reward to it or must that be manually monitored for completion and then done manually by the GM?

-Bob
Xavier Wise

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Reply with quote  #23 
Something like that would be manually done at the moment. What kind of reward are you thinking?
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e4mafia

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Reply with quote  #24 
I was generally thinking the same kind of thing you’d get running an errand in like a siege mission. Energy, coolant, turbo charged shields, a couple of nukes, things like that.
nschlein

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Reply with quote  #25 
Quote:
Originally Posted by Darrin


After Armada V, I will be working on a mission script with multiple sectors where all the object positions and status are logged into a log file, which is then converted to a new mission script. This will allow you to play for a few hours, save your game, and come back to the game later. I'm planning a more involved campaign-style story that will take a crew multiple days to finish.



[eek] 

Where do I sign up for updates??!!  I need this for my library!!

If it is easy to repurpose the code that generates the new mission, this would be a total game changer for us.

(Also, please tell me it won't require a GM...)
Darrin

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Reply with quote  #26 
Quote:
Originally Posted by nschlein

Where do I sign up for updates??!!  I need this for my library!!

If it is easy to repurpose the code that generates the new mission, this would be a total game changer for us.

(Also, please tell me it won't require a GM...)


Check in with me after Armada V. Right now it's mostly just scribbles in a notebook. My current plan is to include enough activities in different sectors that you don't have to follow the plot, and I'll try to work in various "Sandbox" missions that the players can generate on their own. 

As far as repurposing the code... I'm not sure if my spaghetti code will make sense to anyone else, but I'll try to make it as "portable" as I can. 

No, it will not require a GM. 
CodiX

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Reply with quote  #27 
Is this because I'm using 2.7.5 with mod, or is it just some kind of error in the code?

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Xavier Wise

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Reply with quote  #28 
That will be an error caused because of the disabled fighter code. The variables won't be set, or will be set incorrectly, causing an issue with how they are displayed in Comms messages.

Fighter wings were disabled due to the time it took AI code to be applied to them. They didn't work as smoothly as I wanted, and so I eventually removed the code.

At the moment, I am working on version 8 of the Sandbox, so bug fixing version 7 has been a low priority. Version 8 is now in the testing phase to make sure all the player_slot changes work as expected. There were some issues when we first tested it which I need to resolve though. At the moment, I haven't been able to pin them down.

When the next version is ready for general release, I'll post it. If I have the chance, I will fix that Comms bug for you. For now, just avoid using the Comms button to report the fighter status.

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CodiX

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Reply with quote  #29 
Thanks for quick and detailed reply! Well then, good luck with testing, and keep up the good work! I can't really wait to introduce my crew to TSN mod to spice things up a little with Artemis.
Xavier Wise

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Reply with quote  #30 
We gave it a test and things looked like they were running well. A couple of bugs were fixed during that test as well. With more successful tests, Version 8 should be released soon.
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Fleet Captain Xavier Wise - TSN Sabre
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