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Star Wolves 3D space RPG with deep strategy and tactical elements

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  #1  
Old 04-02-2010, 04:42 PM
Rastix Rastix is offline
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the internal code doesn't have such possibilities for now
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  #2  
Old 04-02-2010, 07:08 PM
Nanaki Nanaki is offline
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I just completed implimentation of the Military convoys. They can only be found in secure sectors (although a few iffy sectors have Patrol/Pirate convoys), and have approximately a 20% chance to spawn. Patrol convoys may spawn in some MSF-dominated systems, but with only a 10% chance. Pirate convoys may spawn in some Triada-dominated systems, but also with only a 10% chance. Convoys are mostly the same, having very heavy escorts.

In addition, I also made most stations in the universe indestructable. This is to solve issues with stations accumlating damage because of ship AIs (Random spawns, usually, although a few systems like Kruger even the normal spawns have this issue) colliding with them and causing them to slowly accumulate damage (as there is no way to repair stations, and stations themselves do not have self-repair) as they are collided with again and again.

Although I may replace the indestructable code with code that instead sets the HP of all alive stations in a sector to 100% every time you enter a system. This would solve the issue as well, and still allow you to blow up stations, but considering blowing up most stations produces no tangible award, it is kinda pointless (and I am not that good at lua, the more complex the code the more likely I will screw it up).

Cargo Containers are still destructable though, but they are largely exempt from the original issue since AI ships never get close to them.

Last edited by Nanaki; 04-02-2010 at 07:13 PM.
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  #3  
Old 04-02-2010, 07:31 PM
Goblin Wizard Goblin Wizard is offline
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Quote:
that is, to find a way adding radio comm sound file to docking procedure
say, if ok, u will hear a vioce "please go to docking bay 7"
if not, then u might hear "docking request denied", or what ever it suits the situation.
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Originally Posted by Rastix View Post
the internal code doesn't have such possibilities for now
You can easily add sound nearly anywhere you want. You need only this line
Quote:
PlaySound3D("wav filename", position, volume[0..1]);
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  #4  
Old 04-02-2010, 07:35 PM
Nanaki Nanaki is offline
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Is nobody interested in random contacts?
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  #5  
Old 04-02-2010, 07:44 PM
Goblin Wizard Goblin Wizard is offline
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What these convoys do except bringing more life to the space. They give missions or something?
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  #6  
Old 04-02-2010, 07:55 PM
Nanaki Nanaki is offline
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You can kill them for fighters and weapons.
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  #7  
Old 04-17-2010, 12:02 AM
gabriel_braun gabriel_braun is offline
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Originally Posted by Nanaki View Post
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 =)
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  #8  
Old 04-17-2010, 11:42 PM
Nanaki Nanaki is offline
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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.
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  #9  
Old 04-18-2010, 12:15 PM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by Nanaki View Post
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.

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Originally Posted by Nanaki View Post
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?

Last edited by Goblin Wizard; 04-18-2010 at 12:22 PM.
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  #10  
Old 04-18-2010, 12:28 PM
Nanaki Nanaki is offline
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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.
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