Search found 104 matches
- Wed Sep 05, 2012 10:27 pm
- Forum: Shipyards
- Topic: Mission Architecture
- Replies: 7
- Views: 3241
Re: Mission Architecture
I found it was useful to define string substitution tokens on a per-mission basis. So in the mission code I could do something like: (msfAddStringSubs gMission "targetname" "qwerty") Then I can use %targetname% in the Text elements. I believe this can be accomplished as of 1.08e with subst: (subst ...
- Mon Sep 03, 2012 9:47 pm
- Forum: Ideas & Suggestions
- Topic: Hotel restaurant
- Replies: 12
- Views: 6097
Re: Hotel restaurant
The encounter implied you were selling to drug users or a local dealer. As such they wouldn't have much use for slaves, corpses, or weapon parts etc.PM wrote:Why not?giantcabbage wrote:should they really be buying slaves and triggers along with the drugs/bootleg 3dv?
- Mon Sep 03, 2012 9:41 pm
- Forum: Shipyards
- Topic: Mission Architecture
- Replies: 7
- Views: 3241
Re: Mission Architecture
I've attached that latest version of the Mission Framework. It comprises two parts, the MissionFramework library which is mostly a set of hacks and functions which allow a virtual ship/station with the mission attribute to behave a bit like the proposed MissionType design type. The second is the Mis...
- Sat Aug 25, 2012 7:29 pm
- Forum: Ideas & Suggestions
- Topic: Hotel restaurant
- Replies: 12
- Views: 6097
Hotel restaurant
Normally when the player encounters the brothers at the hotel bar they will have some low level drugs / 3dv. However, the encounter triggers for any illegal item which can seem a little odd when the brothers suddenly ask for a waste cannon or human cadaver. The same applies to the maintenance level ...
- Wed Aug 08, 2012 9:17 pm
- Forum: Ideas & Suggestions
- Topic: Scores for stations
- Replies: 2
- Views: 1766
Scores for stations
Currently only ships have the score attribute so the player can get 20 points for fighting a Centauri Raider, but a heavily armed station gets you no points (although there are usually plenty of ships defending it). Is there any reason not to have scores for stations too?
- Thu Jun 21, 2012 7:11 pm
- Forum: Off-Topic
- Topic: Vaguely similar game
- Replies: 14
- Views: 7846
Re: Vaguely similar game
It starts you out in a ship collecting items. Eventually you find out that you need to go to an area where you need a better drive to reach it and a cloaking device so they don't blow you up. You then find out that you are being held in a force field by aliens and find a way to escape. The game end...
- Thu Apr 05, 2012 10:59 pm
- Forum: The Drawing Board
- Topic: MissionFramework for 1.08a
- Replies: 6
- Views: 3962
Re: MissionFramework for 1.08a
Thanks for the suggestion. I don’t have much free time to work on the framework at the moment, but when I get back to it I’ll try and add what you want. At the moment you can do some of what you want with a few separate function calls e.g.: (setq mission (msfCreateMission missionUNID parentStation))...
- Thu Mar 15, 2012 10:43 pm
- Forum: The Drawing Board
- Topic: MissionFramework for 1.08a
- Replies: 6
- Views: 3962
MissionFramework for 1.08a
Mission framework has been updated again and is intended for v1.08. Most of the changes are to the framework to make it easier to create missions, rather than adding new missions. 1) <OnSystemCreated> missions now work (the Centauri occupation is now an example of this) 2) Most text strings are now ...
- Mon Mar 05, 2012 10:58 pm
- Forum: Community Discussions
- Topic: Fixing the Wiki
- Replies: 36
- Views: 40829
Re: Fixing the Wiki
Does the wiki have the Structured Data Plugin installed? http://www.dokuwiki.org/plugin:data (alternatively the Tags plugin could probably be used too). Something like that would allow the pages to be organised into categories etc. and index tables/lists generated automatically similar to the functi...
- Thu Mar 01, 2012 8:25 pm
- Forum: Shipyards
- Topic: Persistent structures inside function definitions
- Replies: 2
- Views: 1480
Persistent structures inside function definitions
Structures defined in a lambda block behave as static local variables - i.e. the same structure reference is used every time the function is called. Is this the intended behaviour? This feature could be useful, but seems surprising as lists do not do this (setq struct (lambda (key value) (block (the...
- Mon Feb 27, 2012 6:18 pm
- Forum: Shipyards
- Topic: Can you modify structures
- Replies: 2
- Views: 1501
Re: Can you modify structures
Thanks - I think setItem is all I need, I'll add tickets for the others if I find a need for them.
I see now that it was all in the 1.07 announcement post (must learn to use the search page)
I see now that it was all in the 1.07 announcement post (must learn to use the search page)
- Sun Feb 26, 2012 10:29 am
- Forum: Shipyards
- Topic: Can you modify structures
- Replies: 2
- Views: 1501
Can you modify structures
Am I missing something, or are structures effectively a static datatype - i.e. once created it is not possible to modify the contents of a structure. Is this intentional, or just because they are a new addition to the engine? I would like to be able to use lnkAppend, lnkRemove, lnkReplace (or simila...
- Fri Feb 03, 2012 12:21 am
- Forum: Shipyards
- Topic: Adventure Ideas
- Replies: 5
- Views: 2286
Re: Adventure Ideas
Hi - I like those ideas. I do have vague plans to use my mission framework mod to add a few missions based around the Centauri and the Corporate Hierarchy broadly similar to the Freeworlds idea, except the Centauri would be capturing ships and annoying isolated stations rather than managing to destr...
- Fri Feb 03, 2012 12:17 am
- Forum: The Drawing Board
- Topic: MissionFramework for 1.07
- Replies: 5
- Views: 3876
Re: MissionFramework for 1.07
Thanks alterecco. I think you sent me something similar and I very nearly ended up using it ;o) There are a few reasons I’ve not done it yet (if I get around to a major rewrite though...) With the current approach the xml for the missions looks similar to built-in missions tied to individual station...
- Sun Jan 29, 2012 10:35 pm
- Forum: Shipyards
- Topic: <OnPlayerEnteredSystem>
- Replies: 2
- Views: 2208
Re: <OnPlayerEnteredSystem>
That is what I assumed at first, but aGateObj is not the exit gate and does not appear to be a valid objref. But I'm not sure what the scope is for the a* variables. Do they behave like function arguments, or are they just global variables which the engine sets before calling the event - i.e. was aG...