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Messages - Mularac

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76
Scripting / Re: Jump gates
« on: October 03, 2011, 22:53:36 »
1. what do you mean make a version from scratch? I'm pretty sure that can't be done, as we can't access and modify the source code and everything involving the the gates is pretty much hardcoded.

2. pretty much the same as above.

3. no... the nexus_01.dat, 03, 04, etc, contain the game's cgi videos. and the nexus_00.dap contains the files fixed in the 1.01 patch.

77
okey dokey. Send me an email to sebas.rodoni@gmail.com so I have you on my contact list. I'll be done polishing the build soon, I'll send you the mod then.

78
As of today, the Conquest mod is now Open Source. This means that anyone, anywhere can have access to the latest code of my project.
There is, however, a catch. The link I'll be showing only contains the files found on the universe folder. Those files alone are not enough to play the mod.
If you want to play it, you can answer my call for alpha testers, where I will send you the files needed for you to try it.

SVN link of the project: https://subversion.assembla.com/svn/conquest-ntji/
Current revision: 14

For more information about SVN, take a look at this post: SVN explanation
For more information about the mod, go to this page: Conquest mod ModDb page

79
Scripting / Re: Jump gates
« on: October 03, 2011, 00:23:09 »
Well, actually I mispoke, it's not a compilator but an interpreter, it takes the script written in Black Ruler language and then transforms it into a code the engine can use, probably something in c++, where a compilator is a piece of coding that transformas a programming language into machine code.
So, to answer you: We'd need the source code to access the interpreter coding.

80
Scripting / Re: The AI and You
« on: October 03, 2011, 00:20:00 »
Take a look at what I wrote here, it should help you understand better the range of each variables.

The prefix before a variable, like "e.ship" or "m.otherShip" are not arbirtrary, they clarify the scope of each variable.

R. prefixes doesn't exist, and you have to be careful with the ones that have m. ones, as they're global variables.
Also, every variable declared in the sceneInit rule (or any rule outside a machine block) is automatically declared as m. variable, and if you want to access it from someplace outside that rule you have to use the m. prefix. Example:

Code: [Select]
RULES
RULE event sceneInit
:action
///... pice of coding
string := "hello world";
///... further code...
:end
END

Machine "smt"
State smt
Rule event in
:action
debug(string); //This will display a 0
debug(m.string); //this will display "Hello world"
:end
END //event in
END //state smt
END //Machine smt
END //rules

81
Scripting / Re: The AI and You
« on: September 30, 2011, 03:17:40 »
Just use the command PlayMusic();
In the file const.ini there is a list with the constants of each track.

82
Scripting / Re: The AI and You
« on: September 29, 2011, 02:31:23 »
Let us see the declaration of the navpoint, too.

83
Scripting / Re: Jump gates
« on: September 27, 2011, 23:35:10 »
It won't work, because the files in the nexii folder are not parsed by the regular mod's compilator, so the information regarding jumpgates are not taken into consideration by the game, therefore the line addLocation "<gate>" is moot. And since that doesn't work, adding it on the POSITION block is pointless.

and 3: don't. Not until you have way more experience with the nexus modding language first. Coding in campaign level can be very frustrating since most of it is not documented and there are little to no error messages.

84
Scripting / Re: The AI and You
« on: September 27, 2011, 23:18:03 »
This is a bit of a hack, but yeah, you can put a navpoint in the center of an area. In fact, you can actually put an area in relation to a navpoint (way more efficient). Use this command:
Code: [Select]
SetArea(index, centeritem, radius);
Where centeritem can be a navpoint.

85
Scripting / Re: The AI and You
« on: September 27, 2011, 05:52:24 »
area that appears on the editor: nope. You can, however, put a ship in those coordinates and if the radius of the ship is of a similar length to the ARTILLERY and COMBAT ones, then you can use the display options in the mission editor.

Ship appearing damaged: easy as pie. just meddle with this atribute: m.ship:damage := 0 to 100; where 0 means full health and 100 = death. I recommend applying this change just before making that ship appear, to keep the code clear.

86
Scripting / Re: Jump gates
« on: September 27, 2011, 05:47:34 »
Like I've said, it's not hardcoded, I've actually meddled with it quite a lot in my latest mod, but only for campaign-related coding.
When coding a campaign a lot of features are made available that you wouldn't have access to in the regular mod environment, like fleets and also wormholes (well, I could be wrong, but I've yet to found a way arround that)
What you're showing here is very close to the thruth.

The nexus files are located in the folder named nexii, and then added to a mission via the addlocation command (which is only available in campaign coding AFAIK). If you want to place the gate to a different location then you can use the positions block like this, as you've shown:
POSITIONS
NexusGate "gate_Noah_Delta" -16067 337 -8100
END

The fleetentry, however, it's a whole different thing and that CAN be used in the regular modding environment. Ships coming out will do so with an effect similar, if not identical, to the "short" jumps of the white cruisers, seen in the campaign.

87
Scripting / Re: The AI and You
« on: September 27, 2011, 00:36:27 »
Yeah... I found what the error was. The file you put here:

MACHINE "INNER_AI"
#include "11_default_ai.mach"
END

is not the one I meant by when I gave you the first example, but this file: http://arparso.de/nexus/forum/index.php/topic,222.msg1569.html#msg1569

88
Scripting / Re: The AI and You
« on: September 26, 2011, 03:08:06 »
No, you don't. That will certainly crash the game.

Please post here the contents of the file 11_default_ai.mach, the one you included in the Machine "INNER_AI"

89
Scripting / Re: The AI and You
« on: September 26, 2011, 00:27:53 »
wait.... in the file named 11_default_ai.mach there is a line including the file 11_default_ai.mach???

90
Scripting / Re: Fleets
« on: September 26, 2011, 00:25:08 »
what we think about the formation or how to make it?

91
Scripting / Re: Fleets
« on: September 26, 2011, 00:03:53 »
I... don't understand, thoughts about what?

92
Scripting / Re: The AI and You
« on: September 26, 2011, 00:03:08 »
you wrote this:

MACHINE "INNER_AI"
   STATE Start
      RULE event in
         :action
            SetAreaAbs(0, <-4000> , <-1000> , <-500> , <2250>);
            //We declare here the areas in the scene.
         :end
      END

   //For example, we want to boot the ai when one of the players ships reach the 0 area
   RULE event AreaEntered
      condition e.ship:race=#race_player&e.area=0
         :action
            M:GetMachine("INNER_AI"):ChangeState(Battle,
                                       e.ownMachine := M:GetMachine("INNER_AI");
                                       e.oRace := #race_raptor;
                                       e.oRaceList := -1;
                                       e.oShipList := -1;
                                       e.eRace := #race_player;
                                       e.eRaceList := -1;
                                       e.eShipList := -1;
                                       e.parentMachine := M:GetMachine("AI");
                                    );
            //Simple declaration of the AI, this will make the raptor ships launch towards the player ships.
         :end
      END
   END
END


MACHINE "INNER_AI"
#include "default_ai.mach"
END

I meant that "default_ai.mach" file, the one you've included there.

93
Scripting / Re: Jump gates
« on: September 25, 2011, 16:33:08 »
No, fleetentries (though they are related to jumpgates) are different things. They can be used in a regular mod, as it will mean a fleet comming out of a jump similarly like the ones on mp do.

It works like this:

Code: [Select]

JumpInShips(incoming,1); //Where "incoming" is the identifier of a list and "1" is the index of a fleetentry or jumpgate.


94
Scripting / Re: The AI and You
« on: September 25, 2011, 05:12:43 »
I would leave that as Inner_AI (as it is, in fact, an inner ai) and name the upper one to MAIN_AI or RAPTOR_AI

95
Scripting / Re: The AI and You
« on: September 24, 2011, 19:23:25 »
Try changing the name of that machine to something else.
And if that doesn't work, I'm gonna have to see the content of the default_ai.mach file.

96
Scripting / Re: The AI and You
« on: September 24, 2011, 05:01:32 »
You probably put an end where you weren't supposed to, or forgot to put one where it was supposed to be :P
What's the content of the "11_default_obj.mach" file? I think the error is in that file.

97
Scripting / Re: The AI and You
« on: September 24, 2011, 03:50:42 »
I'm trying to figure out your error... If you could post more information about it it would be great. But my money is in the fact that you've named two machines the same. Check you don't have an other Machine named "AI" other than in the 11_default_AI.mach file

98
Scripting / Re: The AI and You
« on: September 23, 2011, 23:24:01 »
What is the content of these files: "11_default_ai.mach" and "default_ai.mach"?

99
Scripting / Re: The AI and You
« on: September 23, 2011, 19:55:32 »
Can you give us some context?
where in the .mission file did you include the 11_default_ai.mach file? can you give us a short description of where each file is located and the contents of each?

100
Scripting / Re: The AI and You
« on: September 23, 2011, 17:33:55 »
Couple of things: you have two machines that are named the same, check that.
Also, you wrote this:

SetAreaAbs(0, <-4000> , <-1000> , <-500> , <2250>);

I put the "<,>" in my example to say what you were supposed to put in them, they don't have to be there!
It should be like this:
SetAreaAbs(0, -4000 , -1000, -500 , 2250);

The "<,>" are comparators, for example, putting 2>3 will return 0, and 4<8 will return 1. They are used in conditions and ifs

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