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Messages - The_Small_Time_Modder

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51
Scripting / Re: The AI and You
« on: October 09, 2011, 19:04:26 »
BINGO!!!!!  :D

that was the problem right there!!!!

Thanks a bunch mularac!  ;D

ill reply back again as soon as i asses how the mission runs...  ;)

52
Scripting / Re: The AI and You
« on: October 08, 2011, 19:39:24 »
OF COURSE!!! why didnt i see that?!?!   :o

Thanks a bunch for noticing that Old Dragon!  ;)

EDIT: AARRRGG!  >:(

the error STILL lives....

alright, thats it... heres the ENTIRE mission file (excluding asteroids)... all in one piece, HAVE AT IT BOYS!  :-X

Code: [Select]
MISSION 11
Name "The Atlantis"
DefLocation "ASTFLD_ARCTURUS IID"

OBJECTIVES
1 // At least one ship must survive
2 // Eliminate any hostiles that encroach the area
3 // Search any derelict vessels or structures
4 // Investigate the 'Paradise' for intel
5 // Investigate the 'Atlantis' for Intel
END

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(22);

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

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

//Hide the Gorgs away...

ExecList(M.GorgFleet,HideShip(S.this));
Dump(M.GorgFleet);
:end
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,
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 ;
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 -6138.48 3237.42 -907.067
Orientation -179.136 0.585114 0.68406
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 -6102.67 6275.68 -875.467
Orientation -179.136 0.585114 0.68406
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 -4601.53 4738.41 -868.567
Orientation -179.136 0.585114 0.68406
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 -7639.62 4774.69 -913.967
Orientation -179.136 0.585114 0.68406
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 -6109.12 4764.31 -1650.77
Orientation -179.136 0.585114 0.68406
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

I also forgot to mention something, How is it that you get an error if you copy the NPC of a ship from one mission to a similar ship on another mission? Perhaps a bug in the system? ive done this with some other things and it works completely fine...

53
Scripting / Re: Kamikazes in Nexus?!?!
« on: October 08, 2011, 19:32:51 »
Nice going mularac!  ;)

I was right, you ARE a genius when it comes to coding for this game...

Anyway, just to clarify some things, how much damage do you think this should inflict? and could an impact effect be added to this? (such as the plasma gun's impact effect?)

54
Scripting / Re: Kamikazes in Nexus?!?!
« on: October 07, 2011, 21:46:30 »
Maybe there is away to reduce the wild spinning factor? i think if we made a machine for this it could be really good for fighter craft, if we make it so that they will ONLY do it on low health, and if the enemy ship's shields are down.

i think the deleteship code would be implemented in the machine, as well as a few things from the skirmisher generated default_ai.mach's that it creates for each mission you create.

55
Scripting / Re: The AI and You
« on: October 07, 2011, 21:43:16 »
Its only giving me a specific error, saying that this is an invalid keyword....

>>>MACHINE<<< Director

heres what i have in the entities section: (excluding asteroids, i have a crap load of them listed in there.)

Code: [Select]
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 ;
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 -6138.48 3237.42 -907.067
Orientation -179.136 0.585114 0.68406
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 -6102.67 6275.68 -875.467
Orientation -179.136 0.585114 0.68406
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 -4601.53 4738.41 -868.567
Orientation -179.136 0.585114 0.68406
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 -7639.62 4774.69 -913.967
Orientation -179.136 0.585114 0.68406
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 -6109.12 4764.31 -1650.77
Orientation -179.136 0.585114 0.68406
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


56
Scripting / Kamikazes in Nexus?!?!
« on: October 04, 2011, 04:01:54 »
I forgot to mention this...

i was messing around with the tacticstypes.ini (PROPERLY) for the skirmisher at normal settings, if you set the type to 4 for any weapon thats equipped on a certain ship, the ship literally goes flying at the target!

could it be possible to make a kamikaze move after this?  ???

57
Scripting / Re: Jump gates
« on: October 04, 2011, 03:58:23 »
welp.... thats a bummer....  :(

58
Scripting / Re: The AI and You
« on: October 04, 2011, 03:57:17 »
OH COME ON!  >:(

the blasted thing is still acting up....

heres the entire director machine in the  mission file...

Code: [Select]
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,
SetLongRangeDir(S.this, JumpVector, 0, 0);
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

and heres what precedes that....

Code: [Select]
MISSION 11
Name "The Atlantis"
DefLocation "ASTFLD_ARCTURUS IID"

OBJECTIVES
1 // At least one ship must survive
2 // Eliminate any hostiles that encroach the area
3 // Search any derelict vessels or structures
4 // Investigate the 'Paradise' for intel
5 // Investigate the 'Atlantis' for Intel
END

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.Ship.6:secret:=1 ;
M.Ship.6:missingSecretPoints:=5000 ;

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

Playmusic(22);

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

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

//Hide the Gorgs away...

ExecList(M.GorgFleet,HideShip(S.this));
Dump(M.GorgFleet);
END

59
Scripting / Re: Jump gates
« on: October 03, 2011, 22:41:23 »
which im guessing we will need either an expert hacker who could reach those OR someone from the nexus' development team who programmed the game. both of which would be next to impossible to easily come by....

In other words...

TSTM: 0

Nexus: 4  >:(

Im gonna take three final stands here...

1. Perhaps we could make a version out of scratch that can be used in the Skirmisher mostly for decoration (yet you can use gate disruptors on it)?

2. If its too cumbersome to make a whole new gate type, why not try making one thats a mirror of the campaign's gates and modify it so we can use it in the skirmisher? (simply scrounge around for as much coding that describes the gate model as possible and fill in the gaps from there)

3. Perhaps the coding for the gates is in another of the DAT files? if that's plausible then maybe aparso can figure out if its possible to get in them and take a good peek inside.... if the FIRST two are out of the question then THIS should be THE SMOKING GUN!

(P.S.: i got a good feeling about the third one...)

60
Scripting / Re: The AI and You
« on: October 03, 2011, 22:32:20 »
Bah humbug... i did all the fising you guys spoke of and the blasted thing is still refusing to cooperate... stinkin' little....  >:(

I have a feeling i need to fill in for a few other spots, ill put the code for the stuff im suspecting below...

Code: [Select]
ExecList(M.GorgFleet,
SetLongRangeDir(S.this, JumpVector, 0, 0);
LongRangeArrive(S.this);
The spot im suspecting i need to change is the JumpVector, 0, 0 part...
Code: [Select]
JumpVector:=VNeg(R2Vec(M.GL:M.Ship.0));
for this coding im guessing i need to change the Vneg and R2Vec parts.
NOTE: M.Ship.0 is now the Gorg battleship "Argentum" in my mission...

and yes, you're right old... it CAN be very unforgiving. i had to trash two missions (including a previous version of THIS one) because it wouldn't cooperate no matter how hard i tried to fix it. Im not sad, im just really frustrated with it...  >:(

61
Scripting / Re: The AI and You
« on: October 02, 2011, 22:11:55 »
Oh great... now the DIRECTOR machine isnt cooperating....

Heres what i got, reply back and highlight anything i need to replace/fill in.

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");

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

G.Ship.1 := GetSceneObj("Argentum");
G.Ship.2 := GetSceneObj("Predator");
G.Ship.3 := GetSceneObj("Warmonger");
G.Ship.4 := GetSceneObj("Exile");
G.Ship.5 := GetSceneObj("Decay");

V.Ship.0:=GetSceneObj("Paradise");
V.Ship.0:Damage:=55 ;
V.Ship.0:security:=0 ;
V.Ship.1:=GetSceneObj("Atlantis");
V.Ship.1:Damage:=20 ;
V.Ship.1:security:=0 ;
V.Ship.1:secret:=0 ;
V.Ship.1:missingSecretPoints:=5000 ;

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

Playmusic(22);

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

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

//Hide the Gorgs away...

ExecList(M.GorgFleet,HideShip(S.this));
Dump(M.GorgFleet);
END

MACHINE "Director"

STATE start

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

R.ShipThreshhold:=2;

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

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

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

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

ExecList(M.GorgFleet,
SetLongRangeDir(S.this, JumpVector, 0, 0);
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

R.Ships = Raptor ships
PShips = Player ships (obviously)
G.Ships = Gorg Ships
V.Ships = Vardrag Ships
M.Ships = Other

Im guessing the spot where i put 'Orientation' needs to be replaced. Am i right?

62
Scripting / Re: The AI and You
« on: October 02, 2011, 21:13:49 »
Thanks for the reply old dragon, each chunk of scripting i manage to finish for this mission im currently focusing on is making the mission all the better. I'll add in a modified version into my mission file.

I think i figured out how to alter the security though... i have yet to test it, but im about to anyway.

heres the code i put in...

Code: [Select]

M.Ship.0:=GetSceneObj("Paradise");
M.Ship.0:Damage:=55 ;
M.Ship.0:security:=0 ;

That is of one of the vardrag ships i have in the current mission, by the way.
the damage coding i put in for it worked like a charm, so im sure the security would work as well... even though i have yet to test it.

Also, heres what the heck im doing in the mission, i have two vardrags ships (which are abandoned and damaged hull integrity wise, have yet to modify damage of devices). Im trying to make it so that you have to find the second one, called 'Atlantis' because it has intel on board of the location of a second gate in the arcturus (a custom one i made) system (i wanted to assign a secret to the Atlantis but i am unsure of wether to use an existing one or just make a whole new one specifically for this mission). the scene is in an asteroid field littered with a layer of vardrag and raptor ship debris. The SOS nav point i have in this mission is supposed to be not only a guide, but also in the script acts as a way for the raptors (which are hiding behind large asteroids) to spring a trap on the player's ships. Thanks to your coding above, i can now have the gorgs arrive in via IP drive to the scene, right where the player's ships started, the reason i added them in there is because they too want the location of the gate, so they can beat the player to the gate and the system it leads to. Unfortunately since Mularac has yet to find a way to put a gate in a standalone custom mission, i cannot add them in.

anyway i hope that got you and mularac up to pace as to the intentions of the mission im working on.

Also, is that actually part of a mission YOU created? That f107_Dragon type definitely isnt in the vanilla version of Nexus: TJI.

And on a side note, if i can fully complete ALL the SP setting missions i have, i might plan on linking them together into a sort of 'sequel campaign', like a nexus 1.5 if you will.

63
Scripting / Re: The AI and You
« on: September 30, 2011, 21:12:47 »
Okey dokie.

I have two vardrag ships in the mission, and thanks to old dragon i know how to link objectives involving commandos to each of them...

I also managed to get the objective stuff in for the mission, again, thanks to old dragon.

however, how would you assign a secret to a ship, and how would you have the script tell the mission to have the commandos scan the ship for it?

I also want to make it so that the ship does not have any 'Security' and thus doesnt cause the commandos to take casualties.

Furthermore, i managed to get away with this coding, not sure if anyone else has tried this, but here it is...
Code: [Select]
EnableEvacBoats(M.Ship.1 ,disable);
The M.Ship.X (x for the number) or E.ship OR P.ship can be used where i put it. Not sure if this is what everyone else does. but for those who have no idea, heres your answer.  ;)

UPDATE:
 I managed to figure out some of the music stuff on my own, i also added in a small gorg fleet to the mission i am focusing on. However, im not quite sure how to code for this gorg fleet to jump in when all the raptor ships (or at least a number of them) have been critically damaged and/or destroyed. Any ideas as to how this can be done?

64
Scripting / Re: The AI and You
« on: September 29, 2011, 23:06:04 »
OK, the AI part as far as i know is done.

Now i want to have the music change from contact ghost (the one i have playing in the mission) to contact raptor when the AI turns on. Anyone know exactly how?

65
Scripting / Re: The AI and You
« on: September 29, 2011, 22:16:29 »
Excellent, i got the navpoint working now...

EDIT: i got even better news! the AI for the raptors is now working exactly as i wanted it to in the first place! I had to remove the inclusion of the default AI from the .mission file.

now that i know it works i intend to add more raptor ships into the area. and add large asteroids to hide them.

66
Modding Tools / Secrets of the Editor, and Modeling programs....
« on: September 29, 2011, 01:00:55 »
Firstly, i wanted to know if anyone has found any other secrets that the nexus editors (BOTH OF THEM) have hidden.

second off... i wanted to know a bit more about the modelling programs before i considered getting one...

1- what is the best 3d modelling tool if you dont want to spend any money on it and is easy to use?

2- where can you get it?

67
Scripting / Re: The AI and You
« on: September 29, 2011, 00:12:07 »
Hi dragon, good to see you chipping in!  :)

3a) Im simply looking for code that will make that an OBJECTIVE

3b) i didnt even think of the updating objective part, that i would also gladly appreciate, i dont want to just destroy the raptor ships i have hiding about on the mission im focusing on currently.

EDIT: Problem...

The MakeFullyKnown command wants a ship, not a nav point... you sure thats right?

heres what i have...
Code: [Select]
MakeFullyKnown(SOS);
FreezeReconState(SOS,1);

SOS is the name i have for the navigation point, did i mess up on something?  ???

68
Remember the exploding laser i mentioned?

I got a pair of images for you guys of a perfect example...  8)

the before and after effects of a mechanoid ray that explodes upon impact like a cataclysm missle.  ;)

I managed to tweak it from the tactics.ini for the normal skirmisher settings. Think this type of a weapon (a completely seperate weapon that actually does this) is doable and/or useful in any way?  ???

69
Scripting / Re: The AI and You
« on: September 28, 2011, 03:05:03 »
Going slightly off topic here for a moment...

3- For objectives, what would be the proper code to have it so you need to have a commando squad enter a ship and scan it?

70
Mod Development / Released Mods / Re: CEP mod for Nexus
« on: September 27, 2011, 23:42:58 »
What Mularac is describing sounds oddly like the Star Wars Battlefront 2 Galactic conquest type gameplay.... good times....

71
Scripting / Re: Jump gates
« on: September 27, 2011, 23:40:46 »
Ah, i see. Thanks for the fair warning there....  :o

EDIT: is there a way to access this 'compilator' you're speaking of? Maybe we could modify the mod so that it is able to recognize campaign coding and utilize it if that is the case...

72
Scripting / Re: The AI and You
« on: September 27, 2011, 23:38:26 »
two questions about that coding...

1- what would the index be? the area in question?

2- you would apply that 'centeritem' thing to an EXISTING navpoint, correct? also how do you make it so that such a navpoint is VISIBLE when you test\play the mission?

73
alright, ill have a look when i get a good chance... right now im bottled down with some stuff.

74
Scripting / Re: Jump gates
« on: September 27, 2011, 23:19:14 »
yeah, my last post was a little shaky since i was discovering things while i was typing it up, but yeah. I wanted to post it up before i forgot it!  :P

Anyway, back into focus.

1- have you at least tried using the POSITIONS code in a mod mission?

2- what exactly did any errors you encountered say?

3- on a side note, how would you go about creating your own campaign?

75
Scripting / Re: The AI and You
« on: September 27, 2011, 23:11:25 »
1- can you set a nav-point in the editor to be the center of said area, then?

2- What if the ship is present in the first place? the ship im planning on applying this to i put in using the mission editor...

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