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ChadRM

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Reply with quote  #1 
I've got an entire 13 episode season mapped out to script, starting with a (much needed in my humble opinion) tutorial for new (or rusty) cadets on console functionality incorporated with a story.

The documentation for mission scripting leaves a few things out, and I'm hoping someone can point me to a resource or answer some questions:
1) Can/Do Whales use brain stacks?  My tests have been inconclusive.  Any ideas on controlling whales?
2) Is there more detail around default brain stack behavior for entity types?  In other words, if I just plop an "enemy" down on the map, what brain stack does it have?  And what *won't* it do, too?
3) Can I change the model used for Anomalies?  Can I have different models for different anomalies in the same mission?
4) The skybox index thing has me confused.  You can use 0-9, but there is no 0-9 skybox in the Artemis directory, but rather 10 - 29.  Help?

Thanks for your help.  I'm really excited about the story line and approach I'm taking, and would be grateful for any assistance to help me get started!

Chad
Mike Substelny

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Reply with quote  #2 
1) I don't believe you can control whales. But they are named objects so you can add/subtract from their direction and coordinates which is almost as good.

2) There is still no tool for seeing the default brain stack. We need one, though.

3) Good question. I don't know about this. The anomaly is not in vesseldata.xml so changing its model probably means changing all anomalies. But if you just want to change the appearance I recommend wrapping each anomaly in a different generic object.

4) The skyboxes were changed for Artemis 2.0 but the documentation was not updated. For now use skyboxes 10-29, unless you add more yourself.

I would be happy to help you get started, Chad.

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ChadRM

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Reply with quote  #3 
Thanks, Mike, this really helps and hints at some very clever workarounds for some limitations I had previously perceived.

My "pilot" mission is coming along nicely (the bridge crew tutorial) but kinda has a major hole in it right now... I can't seem to create asteroids or other barriers outside of the zero Y-plane, making my barriers super silly easy to fly around.  I just had a thought I'll test later, but is it maybe because I'm creating an arc of asteroids around the same point with just a different elevation?  So maybe the parser thinks I'm putting two asteroids on top of each other?  I don't know.  Anyway, can't seem to create them in positive or negative Y space.  Ideas?  I read about how to restrict the player to zero on the Y plane, but am not happy with that solution (but will quit whining and just do it if it's my only option [wink] ).

I'll play around with the whales in my script and see if I can bait them to go where I want them to.  I need to program some kind of electric space whale prod.

Chad



Xavier Wise

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Reply with quote  #4 
I have managed to create asteroids above and below the plane. I can go in to it more better over teamspeak. It is quite straight forward and easy to do, and creates an awesome effect. Helms officers either love or hate the challenge of flying through them (personally, I love it.) Contact me and we can organise a time to meet and go through it if you want.

The default AI brainstack was one I was fiddling around with too. I did a lot of testing, and managed to get behaviour that resembles it. I would be happy to share what I found.

If you want to, look at my Sandbox script. It has all the concepts in there.
As an additional note, I use the Mission Editor to create all my missions. If you are taking a look at the Sandbox script, I would recommend viewing it using the Editor. It has quite a lot of events....

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ChadRM

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Reply with quote  #5 
Thanks, Xavier,

I'm fairly occupied until next week, but then I'll take you up on your offer and try to write up your findings so we can share your technique with other scriptwriters here.  I looked at the code of your Sandbox script in the editor -- quite impressive!  I'm anxious to load it up and play with it.  Out of curiosity, are there asteroids out of the zero y plane in it??

Chad
Xavier Wise

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Reply with quote  #6 
There is at least one sector yes. I can't recall exactly which it was though. Try looking at the sectors in the volantis system. I was going to do it to all the systems, but it significantly increased the number of asteroids that needed spawning when you moved from one sector to the next. As a result, it would either slow the server right down, or start to crash clients. I took them out large '3D' asteroid fields for that reason. On a single sector mission map, it wouldn't cause a problem though. We have a single sector training simulation for helms officers with a large '3D' asteroid field to travel through that runs without any problems.

I think there might be a topic somewhere on the forums where I have already posted the AI code. It was awhilenback, so you may need to do some searching for it, but there should be something there.

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