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-   -   Random Contacts (http://forum.fulqrumpublishing.com/showthread.php?t=14176)

Rastix 04-04-2010 07:51 PM

Quote:

Originally Posted by Goblin Wizard (Post 153206)
"ONE loc file". Which one? Any special?
Could you tell more about these issues? I've got clear log so I assumed that's all right.



Yes. I've tried. It works and gives clear log (I try to be serious when advising someone). I'm not so much interested in this so I haven't made more tests. I feel you have something to say about this, don't you? ;)

No, not special. Simple "loc" with all dialogs placed in one file
Dialogs aren't working properly, sometimes players answers are played as npc answres and vice versa


Yes, i have something to say ;) Your script isn't work properly. Activating docking procedures disabled wav file executing

Goblin Wizard 04-04-2010 10:00 PM

I've just checked and you are wrong. Docking at station doesn't stop wav file playing. Playing second wav file doesn't stop first too. I can't see why my script isn't working properly. It does exactly what I've expected.

tomvd 04-13-2010 06:24 PM

Thx a lot Nanaki, Random contact with major fleet was something which was lacking in the game !

Nanaki 04-13-2010 07:19 PM

A bit of an update...

I have been studying the modded fleet random contacts script of the RealSW2 mod, All in all there is about 150 kilobytes worth of code, and unfortunately getting it to work with SW3 will not be easy, if possible at all. I studied the code a lot, and there are a lot of differences between it and similar SW3 code. Creating a hybrid of that and similar SW3 might be possible, but is far beyond my capabilities in lua.

The more I think about it, the more I am thinking I should tackle this problem in a different direction. Instead of trying to adapt a modded SW2 script to work with SW3, I think it would be easier to simply modify existing SW3 script.

gabriel_braun 04-17-2010 12:02 AM

Aww
 
Quote:

Originally Posted by Nanaki (Post 152963)
Is nobody interested in random contacts? :(

I'm very interested in where you're going with this Nanaki, I even stopped trolling and registered to dl your mod =)

Nanaki 04-17-2010 11:42 PM

Lately I have been experimenting with number randomization and using them in createflight scripts. The results are encouraging.

The only thing left is to figure out how to properly spawn and delete escorts. Spawning them and giving them orders is easy enough. The hard part is getting them to recognize that the parent ship is despawned (after passing through a jumpgate) and despawning along with it.

Unfortunately, with the way I plan things out, if the parent capital ship is destroyed (and not despawned), the escort ships will permanently stick around in the sector. There is no way to avoid this, as the only alternative is even worse: Ships despawning the instant the mothership dies.

Goblin Wizard 04-18-2010 12:15 PM

Quote:

Originally Posted by Nanaki (Post 155125)
The hard part is getting them to recognize that the parent ship is despawned (after passing through a jumpgate) and despawning along with it.

You probably tried "died" and "f_died" triggers so what about despawning them simple by trigger when they are near the gate (while before escorted object jump). just an idea.

Quote:

Originally Posted by Nanaki (Post 155125)
Unfortunately, with the way I plan things out, if the parent capital ship is destroyed (and not despawned), the escort ships will permanently stick around in the sector. There is no way to avoid this, as the only alternative is even worse: Ships despawning the instant the mothership dies.

What you really want them to do when the escorted ship is destroyed?

Nanaki 04-18-2010 12:28 PM

Quote:

You probably tried "died" and "f_died" triggers so what about despawning them simple by trigger when they are near the gate (while before escorted object jump). just an idea.
My current thinking is taking it along the lines of, when the mothership jumps, it will return a 'True' condition to the triggers of the escorts, causing them to jump as well.

I have not written the script yet, though. I spent most of yesterday doing additional experiments with specials.script.

Quote:

What you really want them to do when the escorted ship is destroyed?
If the mothership dies, the escort Fighters will stick around until after the battle is finished (no more enemies on the scanner), than jump out.

Goblin Wizard 04-18-2010 12:58 PM

Quote:

Originally Posted by Nanaki (Post 155180)
If the mothership dies, the escort Fighters will stick around until after the battle is finished (no more enemies on the scanner), than jump out.

Yes, that's tricky. SetAllDied function needs all flights to be called by name but you don't know which flight the escort will meet. Now the only idea is time trigger like about 5 mins after escorted ship died all remaining escort goes out. It should be more than enough to end the battle. Not really a solution but still better than instant despawn or infinite hanging in space.

Nanaki 04-18-2010 06:08 PM

Infinite hanging in space is probably not all that bad, it already occurs with trader fleets/Convoy fleets that lose their mothership, usually the remaining escorts are destroyed by other random contacts.


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