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Daan

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Reply with quote  #31 
Woop Woop
k9lego

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Reply with quote  #32 
Hey Xavier, how's the development of the TSN Sandbox v5 coming? [biggrin]
Xavier Wise

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Reply with quote  #33 
Apologies for not getting this on at the weekend. I didn't have the time I wanted to work on it. I also became a little sidetracked with an experiment, using variables to name ships... the experiment is still ongoing.

However, I know you guys are itching to get hold of it, so here is a "working" version. In other words, I am still working on it. 

I have edited the file to give you guys the standard ship names: Artemis, Intrepid, Aegis etc. 

There is an unfinished mission in the new mission mode. Feel free to give  a quick test.... however it does not have the ending coded so you can't actually complete it. For those of you adding to the script,  you can take a look at how I have added it in and use it as a basis for your own missions to add. Hopefully you can pick it apart and see how I have managed to link it in. It is possible to create a mission now without having to modify any of the other scripting code.

Take care when using the Mission Editor to edit the Sandbox. The shuttles have names, and my version of the mission editor deletes them (which is incredibly annoying). Other versions might not even recognize the new code either. 

By the way, the new mission mode is activated by a comms button (rather than GM button) so that crews wanting to play the mission mode don't actually need to touch the GM console and can therefore keep the "immersion" factor. My intention was to create multiple missions from one station, then use a random variable to select which mission generated. There was also going to be code in the background that ensured the same mission wasn't selected twice if the crew went back to the station. This of course is still a work in progress.

Enjoy!

 
Attached Files
zip Sandbox V5B.zip (343.19 KB, 46 views)


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Captain Xavier Wise TSN Raven (BC-014)
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Daan

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Reply with quote  #34 
Thanks!
k9lego

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Reply with quote  #35 
Agreed, thanks Xavier! [smile]
Xavier Wise

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Reply with quote  #36 
If anyone is interested, I have created a version 6 of the TSN Sandbox. In it, I have stripped out the mission mode, pirate mode and patrol mode so it is purely GM. However, it does completely change the start up sequence to allow the GMs to select any location to spawn into in the sandbox (the GM now gets a grid and selects the sector number to jump to) and there is a new option in the interactions menu that allows you to set a boarding action sequence going against player ships. Every ship has a "marine complement" and this is used to figure out how successful the boarding action is. When the ship runs out of marines, boarding actions automatically cause damage in random locations across the ship before the action ends. The marine complement regenerates gradually though - think of it as the marines recovering in medical or fixing up their body armour or something. 

I don't know how much the mission, pirate and patrol modes were used, but if the GM part is what you used the script for, give me a shout and I'll post it up for general release.

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Captain Xavier Wise TSN Raven (BC-014)
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notsabbat

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Reply with quote  #37 
I would definitely like to see it as a general release.
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-My continuing bridge build:
http://artemis.forumchitchat.com/post/immersion-bridge-build-in-progress-7335195?pid=1290158413
k9lego

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Reply with quote  #38 
Quote:
Originally Posted by notsabbat
I would definitely like to see it as a general release.
Agreed!
Richard

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Posts: 104
Reply with quote  #39 
Hi,

Where can I find the link to download the TSN Expansion? I couldnt find It in the tsn RP website.
Is the last version compatible with Artemis 2.6?

Thanks
k9lego

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Posts: 82
Reply with quote  #40 
Quote:
Originally Posted by Richard
Hi,

Where can I find the link to download the TSN Expansion? I couldnt find It in the tsn RP website.
Is the last version compatible with Artemis 2.6?

Thanks

Here you are. Yes, 2.6 is supported. [smile]
http://www.1sws.com/TSNExpansion/
I've literally memorized the link. [biggrin]
Richard

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Reply with quote  #41 
Great!!!!
Thanks!
k9lego

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Reply with quote  #42 
Np [smile]
Xavier Wise

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Reply with quote  #43 
Sorry that my last post was so long ago! I have attached the most recent TSN Sandbox to this message (version 6).

Note: the names are set as the TSN RP Community ship names. If you want to change them, open the mission script using NotePad and just find and replace the names, which as as follows:
  • TSN Sabre
  • TSN Viper
  • TSN Lancer
  • TSN Valient
  • TSN Eagle
  • TSN Horizon
  • TSN Hunter
I have also been working on a guide, which I started this evening. It outlines the different menus and their options, as well as how they function. I want to try and keep the information to one page, but some menu options might extend onto two or more pages. For those of you already familiar with the Sandbox, it should give you a view of every menu option available. It isn't finished yet, but I will keep working on it until it is up-to-date. As it is a live document, if/when the various Sandbox menus are updated I will be able to update the document fairly rapidly soon after. This is an alternative to creating videos, that take time and effort, and quickly go out of date.

 
Attached Files
zip MISS_V6 TSN Sandbox.zip (416.27 KB, 27 views)


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Captain Xavier Wise TSN Raven (BC-014)
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Surumon

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Reply with quote  #44 
I'd like to say that my friends and I have been enjoying the hell out of your sandbox lately. We did notice that it doesn't unload/delete stations or AIs when you transition from one area to the next and wonder if there's any fix for this? It particularly makes the Atlantis sector a complete no-go as it begins to just flood us with so many stations we have difficulty working around it.

Thanks again for the great map!

Edit: I now see you have actually posted in another thread that you've only recently arrived at a solution for this. Sorry, I didn't see that.
Xavier Wise

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Posts: 985
Reply with quote  #45 
Thanks for the feedback.

The Sandbox is constantly evolving. As we use it every week in the TSN RP Community, I always seem to be tweaking it and updating it.

Some recent additions have been comms buttons to allows ships to send supplies to each other via shuttle craft. Comms officers can cycle through a menu of 'Shuttle Ops' to allow for specific actions when using shuttles. At the moment, it includes the ability to transfer nukes to another player ship, transfer energy, or set a shuttle to recover life pods (now only one at a time). A cargo system works in the background to track when a shuttle is 'loaded' or not.

Another addition has been a GM button to start a 'boarding action' against a player ship. It includes a comms button to track a marine complement added as a variable and used when working out the effect of the boarding action. When triggered by the GM, a warning comes up about intruders and then the ship takes damage until they are fought off. The script basically plays out a little game with itself to determine the outcome based on a number of marines vs a number of attackers, gradually reducing the numbers until one side 'wins'.

I also started to develop controls to allow a GM to set an automatic spawn of AI ships in a system, based on the system and sector type. So for example, in USFP space the script would automatically spawn USFP ships when enabled. Linked with this was an automatic delete that could be enabled and disabled so the AI ships would be cleared on transit, without the GM having to select the 'DelShips' option, or delete each individual ship.

There's been the odd refinement too. The code to destroy all randomly named ships was edited so it was quicker at removing the ships, and some bugs in the GM menus have been fixed.

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Captain Xavier Wise TSN Raven (BC-014)
Link to TSN RP Community website
Link to TSN Sandbox
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