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Messages - The_Small_Time_Modder

Pages: 1 [2] 3 4 ... 6
26
Thats my plan, chief. ive already got the skeleton of 6 of them done. and im nearly done with filling out the sixth ;)

27
I now have the storyline completely finished for the first five missions :

Mission 1: introductory to the campaign, it has been 10 years since we last saw captain cromwell, and he has retired. His retirement has caused the angelwing to change hands, it is now under the command of a young, bold, brilliant captain, and the ship has been codenamed 'Covenant'.

A recent discovery has led to a new system, called Nexor, where a second pirate raptor clan has taken refuge. The noah defense fleet intends to eliminate the threat, but it is much worse than previously believed.

While the Noah defense fleet has its hands full with the raiders, the Covenant recieves orders to go deep into raider territory to the rumored location of the raptor base.

Mission 2: After a well earned victory at Nexor, ships from the noah defense fleet encountered an engaged a small fleet of gorgs that seem to have begun a evolutionary path differing from the gorgs encountered at Atrox during the Invasion of Atrox a decade before.

 The covenant is assigned a siege fleet, and is ordered to eliminate the Nexor-gorg base in the area, in the strogg asteriod field, little do they know the base is also gaurding a gate to yet another system.

Mission 3: After the destruction of the gorg base, the ouroboros system was found as well as the remnants of the raptor fleet of nexor.

 The noah defense fleet, back in the days of cromwell, managed to capture a mechanoid and used it to replicate the powerful mechanoid ray. The X-ship is a experimental craft that is mainly outfitted with these weapons. The Covenant is ordered to assist in its defense as a massive chunk of the raptor fleet attempts to bear down on the X-ship.

Mission 4: With the crushing defeat of the raptors, the noah defense fleet discovered a planet extremely distant feom the ouroboros star. After a scout misteriously vanishes in orbit of the planet, the NDF sends in the covenant, along with a very large expedition fleet, to the planet's orbit. Not knowing what will await there, the area the scout vanished in would be called 'Sector Y-627' by military experts.

Mission 5: after the destruction of the Mechanoid entity hidden among the asteroids of the seemingly vile planet's orbit, another gate was found to a star known as arcturus, which has been in earth astrology books for hundreds of years.

Yet the system turned out to be under control of the gorgs encountered at nexor, and a gorg fleet was inconveniently near the wormhole when the NDF fleet, along with the covenant, entered the system. the NDF fleet in arcturus must prevent the gorg fleet from passing, or the NDF support fleet on the other side will be most assuredly destroyed.

28
Mod Development / Released Mods / Re: Freespace
« on: October 21, 2011, 23:14:06 »
Dang aparso that rocks!

I could really use a modified version of that Orion destroyer for a new race im thinking of making. But with reddish coloring instead of that mysterious purple coloring. that model would be perfect for my race's battleship

29
 Ive been saying this a bit in the scripting section, but i wanted to go more in depth here, because this section is more related to the subject at hand.

  again im CONSIDERING to create a campaign in the near future. ill update this subject once in a while when i get a new part for it set in stone.

UPDATE: this campaign will be spanning EIGHTEEN missions, instead of the FOURTEEN i was planning on

30
Scripting / Re: Kamikazes in Nexus?!?!
« on: October 21, 2011, 22:43:21 »
Im thinking of creating a whole new race that uses this tactic, im not so sure on it though, since i lack a modelling program.

I might be able to make the weapons, shields and supports unique to the race however.

31
General Discussion / Previously Unknown Camera control?
« on: October 21, 2011, 22:38:51 »
I ran into what MIGHT be a new camera control while i was creating a system in the system editor.

If you hold down Ctrl + right mouse button, the camera will rotate along the Z axis (i think thats the right axis)

If everyone here already knows of this... well... that would be my second bust when it comes to finding new things...  :P

32
Scripting / Re: Jump gates
« on: October 21, 2011, 20:08:28 »
I just discovered that the system editor manual mentions nexus gates, on pg 51 7.1.4 . could this be encouragement that its possible to add them on the system editor?

33
Scripting / Re: The AI and You
« on: October 21, 2011, 02:24:33 »
I also forgot to give both of you the file for the system the mission is in, now you both can succesfully test it without a hitch.  8)

on a side note you can comment on the detail of the system if you want to, im open to criticism on most of the work i do, if the criticism is from professionals.

34
Scripting / Re: The AI and You
« on: October 21, 2011, 02:08:38 »
Hi old dragon! glad your back into the subject!

1. Sure, ill gladly PM that to you, ill get right on that.

2. if you downloaded all the files i put up last night then there arent any others as of yet.

3. Glad you're looking into a fellow fan's mission!  8)

35
Scripting / Re: The AI and You
« on: October 20, 2011, 21:21:29 »
Ok sweet, thank you mularac.

ill let you know if i run into anything else

EDIT: now i just remembered about solving the problem with the gorgs not jumping in... Im totally new to using the console, so a guidline to how i should proceed with diagnosing the problem using it would be appreciated. Or if you have the spare time you can find it using your copy of the game's editor, i dont mind whichever you prefer.

36
General Discussion / Re: Wiki victim of a spammer
« on: October 19, 2011, 23:07:46 »
its just pathetic people would do that. we take this stuff seriously, and they just walk in, mess something up, then leave us here to clean it up...

people these days do some of the dumbest things....  >:(

37
Scripting / Re: Kamikazes in Nexus?!?!
« on: October 19, 2011, 22:59:52 »
Sweet, thanks mularac!

I wonder what kind of crazy thing i will run into next....  :o

38
Scripting / Re: Kamikazes in Nexus?!?!
« on: October 19, 2011, 22:42:40 »
if you ever test it let me know, and if possible, whenever you do test it take a few screenshots for the world to see.

I know you can do it while testing a mission in the editor, so no need to worry about that.

39
Scripting / Re: Kamikazes in Nexus?!?!
« on: October 18, 2011, 23:31:15 »
how would you properly do the latter? i also tried that and i think thats what messed up my attempt to create a new ship class based off the battleship.

40
Scripting / Re: The AI and You
« on: October 18, 2011, 23:30:12 »
what should i do then? everything else in the mission file looks fine.... heres the rest i currently have that could possibly be of interest.

Code: [Select]
RULES

RULE event sceneInit
:action
SetSceneRadius(100000);

SetRelation(#race_player, #race_raptor, 2);
SetRelation(#race_raptor, #race_player, 2);
SetRelation(#race_vardrag, #race_player, 3);
SetRelation(#race_player, #race_vardrag, 3);
SetRelation(#race_vardrag, #race_raptor, 3);
SetRelation(#race_raptor, #race_vardrag, 3);
SetRelation(#race_player, #race_gorg, 2);
SetRelation(#race_gorg, #race_player, 2);
SetRelation(#race_vardrag, #race_gorg, 3);
SetRelation(#race_gorg, #race_vardrag, 3);
SetRelation(#race_raptor, #race_gorg, 2);
SetRelation(#race_gorg, #race_raptor, 2);

PShip.0 := GetSceneObj("Darkstar");
PShip.1 := GetSceneObj("Vanguard");
PShip.2 := GetSceneObj("Eringuard");
PShip.3 := GetSceneObj("Kings Arch");

EShip.0 := GetSceneObj("Highlander");
EShip.1 := GetSceneObj("Skirmisher");
EShip.2 := GetSceneObj("Stingray");
EShip.3 := GetSceneObj("Hellstorm");
EShip.4 := GetSceneObj("Ball");
EShip.5 := GetSceneObj("Chain");
EShip.6 := GetSceneObj("Assassin");
EShip.7 := GetSceneObj("Rambler");
EShip.8 := GetSceneObj("Baron");

M.Ship.0 := GetSceneObj("Argentum");
M.Ship.1 := GetSceneObj("Predator");
M.Ship.2 := GetSceneObj("Warmonger");
M.Ship.3 := GetSceneObj("Exile");
M.Ship.4 := GetSceneObj("Decay");

M.Ship.5:=GetSceneObj("Paradise");
M.Ship.5:Damage:=55 ;
M.Ship.5:security:=0 ;
M.Ship.6:=GetSceneObj("Atlantis");
M.Ship.6:Damage:=20 ;
M.Ship.6:security:=0 ;

M.SOS:=GetSceneObj("SOS");
MakeFullyKnown(M.SOS);
FreezeReconState(M.SOS, 1);

Playmusic(21);

GetMachine("Director"):ChangeState(start, 0);
GetMachine("Objectives"):ChangeState(monitor, 0);
GetMachine("ATLANTIS_AI"):ChangeState(idle, 0);
GetMachine("MAIN_AI"):ChangeState(start, 0);
GetMachine("MUSIC_AI"):ChangeState(start, 0);
GetMachine("GORG_AI"):ChangeState(battle,0);

M.GorgFleet:=GetFreeSel();
SelectShips(M.GorgFleet,S.race=#race_Gorg);

//Hide the Gorgs away...

ExecList(M.GorgFleet,Disappear(S.this));
Dump(M.GorgFleet);
:end
END

MACHINE "Director"

STATE start

RULE event CO_HullLow
condition E.Ship:Race=#race_raptor
:action
Debug("Raptor Damaged");

E.ShipThreshhold:=4;

E.ShipCount:=GetFreeSel();
SelectShips(E.ShipCount, S.race=#race_raptor&S.this:Damage<50);
Dump(E.ShipCount);

IF(AllNumOf(E.ShipCount)<E.RaptorThreshold, LocalEvent(CallGorg));
:end
END

RULE event CallGorg
:action
JumpVector:=VNeg(R2Vec(M.Ship.0:Orientation));

M.GorgFleet:=GetFreeSel();
SelectShips(M.GorgFleet, S.race=#race_gorg);


ExecList(M.GorgFleet,
Debug("S.this");
SetLongRangeDir(S.this, JumpVector:-7892.72, 5615.88, -22831.7);
LongRangeArrive(S.this);
);
:end
END
END
END

#include "11_inner_ai.mach"
#include "11_default_obj.mach"
#include "11_default_ai.mach"
#include "11_music_ai.mach"
#include "11_gorg_ai.mach"
#include "11_atlantis_ai.mach"

END


ENTITIES

SHIP
Name "Eringuard"
Race #race_Player
Class #cls_Cruiser
Position -6338.39 7170.22 -20331.7
Orientation 0 0 0
Devices #weap_eShell3 #weap_eShell3 #weap_heLaser3 #weap_heLaser3 #weap_plasma3 #weap_plasma3 #weap_flak3 #weap_flak3 #shld_v_c125/125 #eng_bAmatEng #eng_secPlasEng #eng_mjumpDrive #eng_comDrive #supp_ecm2 #supp_eccm2 #supp_mSGen3 #supp_mSGen3 #supp_res4 #supp_res4 #supp_res4 #supp_longRange #supp_cWGen3 #weap_aFighter #weap_aFighter #weap_aFighter ;
END

SHIP
Name "Vanguard"
Race #race_Player
Class #cls_Cruiser
Position -7892.72 5615.88 -20331.7
Orientation 0 0 0
Devices #weap_eShell3 #weap_eShell3 #weap_heLaser3 #weap_heLaser3 #weap_plasma3 #weap_plasma3 #weap_flak3 #weap_flak3 #shld_v_c125/125 #eng_bAmatEng #eng_secPlasEng #eng_mjumpDrive #eng_comDrive #supp_ecm2 #supp_eccm2 #supp_mSGen3 #supp_mSGen3 #supp_res4 #supp_res4 #supp_res4 #supp_longRange #supp_cWGen3 #weap_aFighter #weap_aFighter #weap_aFighter ;
END

SHIP
Name "Kings Arch"
Race #race_Player
Class #cls_Battleship
Position -6338.39 5615.88 -19554.5
Orientation 0 0 0
Devices #weap_gh_heLaser #weap_gh_heLaser #weap_plasma3 #weap_plasma3 #weap_plasma3 #weap_plasma3 #weap_eTorp #weap_eTorp #weap_sigLaser #weap_flak3 #weap_flak3 #shld_v_c125/125 #eng_bAmatEng #eng_secPlasEng #eng_acomDrive #eng_mjumpDrive #supp_ecm2 #supp_eccm2 #supp_bSGen3 #supp_bSGen3 #supp_mSGen3 #supp_res4 #supp_res4 #supp_res4 #supp_res4 #supp_res4 #supp_res4 #supp_bWGen3 #weap_aFighter #weap_aFighter #weap_aFighter #weap_aFighter ;
END

SHIP
Name "Darkstar"
Race #race_Player
Class #cls_AngelwingM
Position -4784.05 5615.88 -20331.7
Orientation 0 0 0
Devices #weap_eShell3 #weap_eShell3 #weap_gh_heLaser #weap_gh_heLaser #weap_plasma3 #weap_plasma3 #weap_flak3 #weap_flak3 #weap_angels_mecha #shld_v_c125/125 #eng_bAmatEng #eng_secPlasEng #eng_ucomDrive #supp_ecm2 #supp_eccm2 #supp_mSGen3 #supp_sensor #supp_res4 #supp_res4 #supp_res4 #supp_longRange #supp_cWGen3 #weap_marine #weap_aFighter #weap_aFighter ;

NPC
Name "Austin Cunningham"

Face 012
Rank 7
Medals ;
CrewLevel 3
Skill 1 9
Skill 2 6
Skill 3 8
XP 0

NPC
Name "Aaron Neids"

Face 017
Rank 4
Skill 1 1
Skill 2 10
Skill 3 9
END

SHIP
Name "Ball"
TechCat 21 20
TechPointsScanned 0
Race #race_Raptor
ShipType #styp_ep2_Hunter
Position -3603.25 5287.34 19509.6
Orientation -178.2 22.0841 -7.04962
END

SHIP
Name "Chain"
TechCat 21 20
TechPointsScanned 0
Race #race_Raptor
ShipType #styp_ep2_Hunter
Position -3789.32 5280.72 19544
Orientation -177.718 23.0759 2.27053
END

SHIP
Name "Highlander"
TechCat 21 20
TechPointsScanned 0
Race #race_Raptor
ShipType #styp_ep2_Hunter
Position -18226.1 11036.3 25970.8
Orientation -98.1635 -5.24808 -15.8153
END

SHIP
Name "Skirmisher"
TechCat 21 20
TechPointsScanned 0
Race #race_Raptor
ShipType #styp_ep2_Hunter
Position -18094.5 11081.7 26147.3
Orientation -98.1635 -5.24808 -15.8153
END

SHIP
Name "Assassin"
TechCat 21 30
TechPointsScanned 0
Race #race_Raptor
ShipType #styp_ep2_Killer
Position -1058.6 21567.8 24387.7
Orientation -114.473 -26.0238 -56.4949
END

SHIP
Name "Hellstorm"
TechCat 21 30
TechPointsScanned 0
Race #race_Raptor
ShipType #styp_ep2_Killer
Position 12457.9 10486.4 15584
Orientation 119.146 -10.0708 -2.43697
END

SHIP
Name "Rambler"
TechCat 21 30
TechPointsScanned 0
Race #race_Raptor
ShipType #styp_ep2_Killer
Position -1007.56 21740.1 24592.4
Orientation -114.014 -51.5109 -55.456
END

SHIP
Name "Stingray"
TechCat 21 30
TechPointsScanned 0
Race #race_Raptor
ShipType #styp_ep2_Killer
Position 12469.3 10476 15331.1
Orientation 119.146 -10.0708 -2.43697
END

SHIP
Name "Baron"
TechCat 21 40
TechPointsScanned 0
Race #race_Raptor
ShipType #styp_ep2_Master
Position -24736.8 12269.3 13453.2
Orientation -39.2563 -13.9692 -6.39179
END

SHIP
Name "Decay"
TechCat 31 20
TechPointsScanned 0
Race #race_Gorg
Class #cls_gorg_Destroyer
Position -5919.95 4629.81 -49106.1
Orientation 0.498365 0.388707 -1.21973
Devices #weap_g_liLaser #weap_g_liLaser #weap_g_heLaser #weap_g_eShell #weap_g_flak #shld_g_s123/123 #eng_sPlasEng #eng_secPlasEng #eng_tacDrive #supp_ecm #supp_eccm #supp_sSGen #supp_sensor #supp_ipblocker #supp_res #supp_res #supp_res #supp_longRange #supp_tWGen ;
END

SHIP
Name "Exile"
TechCat 31 20
TechPointsScanned 0
Race #race_Gorg
Class #cls_gorg_Destroyer
Position -5855.1 7667.66 -49126.2
Orientation 0.498365 0.388707 -1.21973
Devices #weap_g_liLaser #weap_g_liLaser #weap_g_heLaser #weap_g_eShell #weap_g_flak #shld_g_s123/123 #eng_sPlasEng #eng_secPlasEng #eng_tacDrive #supp_ecm #supp_eccm #supp_sSGen #supp_sensor #supp_ipblocker #supp_res #supp_res #supp_res #supp_longRange #supp_tWGen ;
END

SHIP
Name "Predator"
TechCat 31 20
TechPointsScanned 0
Race #race_Gorg
Class #cls_gorg_Cruiser
Position -7406.48 6181.1 -49129.6
Orientation 0.498365 0.388707 -1.21973
Devices #weap_g_liLaser #weap_g_liLaser #weap_g_liLaser #weap_g_heLaser #weap_g_heLaser #weap_g_heLaser #weap_g_flak #weap_g_flak #shld_g_b123/123 #eng_bPlasEng #eng_secPlasEng #eng_comDrive #supp_ecm #supp_eccm #supp_mSGen #supp_sensor #supp_res #supp_res #supp_res #supp_longRange #supp_cWGen ;
END

SHIP
Name "Warmonger"
TechCat 31 20
TechPointsScanned 0
Race #race_Gorg
Class #cls_gorg_Cruiser
Position -4368.54 6116.42 -49102.8
Orientation 0.498365 0.388707 -1.21973
Devices #weap_g_liLaser #weap_g_liLaser #weap_g_liLaser #weap_g_heLaser #weap_g_heLaser #weap_g_heLaser #weap_g_flak #weap_g_flak #shld_g_b123/123 #eng_bPlasEng #eng_secPlasEng #eng_comDrive #supp_ecm #supp_eccm #supp_mSGen #supp_sensor #supp_res #supp_res #supp_res #supp_longRange #supp_cWGen ;
END

SHIP
Name "Argentum"
TechCat 31 30
TechPointsScanned 0
Race #race_Gorg
Class #cls_gorg_Battleship
Position -5894.13 6153.9 -48356.6
Orientation 0.498365 0.388707 -1.21973
Devices #weap_g_heLaser #weap_g_heLaser #weap_g_plasma #weap_g_plasma #weap_g_plasma #weap_g_plasma #weap_g_eTorp #weap_g_eTorp #weap_g_flak #weap_g_flak #shld_g_b123/123 #eng_bPlasEng #eng_secPlasEng #eng_comDrive #supp_ecm #supp_eccm #supp_bSGen #supp_sensor #supp_res #supp_res #supp_res #supp_res #supp_res #supp_res #supp_longRange #supp_bWGen ;
END

SHIP
Name "Paradise"
TechCat 61 50
TechPointsScanned 0
Race #race_Vardrag
Class #cls_var_CityShip
Position -2069.99 3914.59 21530.5
Orientation 179.866 3.32864 39.832
END

SHIP
Name "Atlantis"
TechCat 61 25
TechPointsScanned 0
Race #race_Vardrag
Class #cls_var_Multi
Position 12026.7 5357.2 61686.2
Orientation -115.552 -22.225 43.9163
END

SHIP
Name "SOS"
Class #Navigation_Point
Behaviour 5
Color 2 2 0
Position -5407.25 5181.96 10249.5
Orientation 0 0 0
END



41
Scripting / Re: Kamikazes in Nexus?!?!
« on: October 15, 2011, 23:25:11 »
Yes i am fimiliar with that file....

i previously have tried to create new weapons using what the game provided with no success at all though...

does it matter where i put it in the weapons section of the TacticsType.ini?

42
Scripting / Re: Jump gates
« on: October 14, 2011, 21:11:34 »
Run into anything new mularac?  :-\

43
Scripting / Re: Kamikazes in Nexus?!?!
« on: October 14, 2011, 21:09:09 »
On a side note, where would you stick that in? and if in multiple files, which ones?

44
Scripting / Re: The AI and You
« on: October 14, 2011, 21:08:28 »
After tweaking the AI that controls the music of the mission so that the third song does not start as soon as one raptor ship is destroyed / evacuated, now i get an error when i try to open up the mission.

I was just about to see how the mission ran in the console when i got an error...

It now says that it does not recognize the >>>MACHINE<<< GORG_AI...

Do i need to put in code for the jump into the AI as well?

heres what i have for it in the MISSION file...

Code: [Select]
RULE event CallGorg
:action
JumpVector:=VNeg(R2Vec(M.Ship.0:Orientation));

M.GorgFleet:=GetFreeSel();
SelectShips(M.GorgFleet, S.race=#race_gorg);


ExecList(M.GorgFleet,
Debug("S.this");
SetLongRangeDir(S.this, JumpVector:-7892.72, 5615.88, -22831.7);
LongRangeArrive(S.this);
);

45
Scripting / Re: Kamikazes in Nexus?!?!
« on: October 14, 2011, 03:38:02 »
sweet!

i might use this for something in the near future...

46
Scripting / Re: Kamikazes in Nexus?!?!
« on: October 14, 2011, 00:01:24 »
Alright, then what would that look like? in your opinion?  :-\

47
Scripting / Re: The AI and You
« on: October 14, 2011, 00:00:01 »
Hmm.... well if i put the GetMachine with the others where it belongs, the gorgs start moving around while their invisible and open fire....

Anyway i may have figured out why the jump-in for the gorgs isnt working...

could the lower part of this coding be the problem?

Code: [Select]
ExecList(M.GorgFleet,HideShip(S.this));
Dump(M.GorgFleet);

i tried the debug and nothing changed....

EDIT: did you mean have a getmachine for the gorgs outside the execlist loop Also? or get rid of the one in the execlist?

48
Scripting / Re: Kamikazes in Nexus?!?!
« on: October 09, 2011, 19:44:59 »
sweet...

Im benefiting from this site more than i thought i would...  ;D

now to the important part, what do you think this machine would look like in coding? I think a bunch of people would like to get their hands on this stuff...  8)

49
Scripting / Re: The AI and You
« on: October 09, 2011, 19:41:04 »
Now another problem.... the gorgs wont jump in!  >:(

heres what i have that calls the event....

Code: [Select]
RULE event CallGorg
:action
JumpVector:=VNeg(R2Vec(M.Ship.0:Orientation));

M.GorgFleet:=GetFreeSel();
SelectShips(M.GorgFleet, S.race=#race_gorg);

ExecList(M.GorgFleet,
SetLongRangeDir(S.this, JumpVector:-7892.72, 5615.88, -22831.7);
LongRangeArrive(S.this);
GetMachine("GORG_AI"):ChangeState(battle,0);
);
:end

50
Scripting / Re: The AI and You
« on: October 09, 2011, 19:12:18 »
Ok, now i ran into an odd problem...

the mission works fine now... but the gorg ships, EVEN THOUGH YOU CANT SEE THEM, are shooting lasers at my ships, i have them right behind the player's ships... should i move them further back, or is there a way to prevent this from happening?

Edit: Nevermind, managed to fix it myself, just had to put the GetMachine code that recalls the GORG_AI into the coding that calls for the jump arrival of the gorg fleet.

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