Search found 104 matches

by giantcabbage
Fri Aug 12, 2011 9:18 pm
Forum: Beta Bug Reports
Topic: sysCreateShip in 1.06a
Replies: 7
Views: 5419

sysCreateShip in 1.06a

If I call sysCreateShip and pass a spaceobject for the position there is a slight delay (a second or two) before the ship is created. If you pass the position of the space object then the ship is created instantly. i.e. the following two commands do not act the same in version 1.06a. I'm pretty cert...
by giantcabbage
Fri Aug 12, 2011 9:04 pm
Forum: The Drawing Board
Topic: Mission Framework
Replies: 7
Views: 5186

Re: Mission Framework

Another update. Lots of fixes to the mining survey mission - it should now be playable again. I've split the wingman behavior into two separate event handlers - one for the general mining AI and one for the mission specific AI. This doesn't make much difference at the moment, but the mining AI could...
by giantcabbage
Tue Aug 09, 2011 10:24 am
Forum: Shipyards
Topic: Occupation attribute and controllingSovereign
Replies: 2
Views: 1497

Re: Occupation attribute and controllingSovereign

ShpOrder 'dock won't work if the ship and station are enemies. I think the ship starts to wait as if it had been told to dock at a station with no free docking ports. Can't we have the Centauri fight some low level CW ships? You can... but you end up with a lot of dead centauri. The Centauri are onl...
by giantcabbage
Mon Aug 08, 2011 9:59 pm
Forum: Shipyards
Topic: Occupation attribute and controllingSovereign
Replies: 2
Views: 1497

Occupation attribute and controllingSovereign

I’ve been trying to modify the Centauri occupation mission to work with my mission framework, so that the Centauri can occupy any station and you have a useful station after rescuing it. I’ve found an approach which works - change the sovereign to stop the travelling commonwealth ships and add a tim...
by giantcabbage
Mon Aug 08, 2011 9:57 pm
Forum: The Drawing Board
Topic: Mission Framework
Replies: 7
Views: 5186

Re: Mission Framework

I've updated the framework again. It has a couple of small bugfixes and I've added a basic implementation of the Centauri occupation mission - it's currently at the testing stage so it will always show up in the mission computer so you can easily find the station if theres one in the system.
by giantcabbage
Thu Aug 04, 2011 12:37 pm
Forum: The Drawing Board
Topic: Mission Framework
Replies: 7
Views: 5186

Re: Mission Framework

Just to clarify, I consider the mission framework to be a derivative of the Transcendence XML sources. For example, the example missions are mostly existing Transcendence missions rewritten to use the framework. As such it is bound by whatever license George uses for his XML code. Any unique parts o...
by giantcabbage
Wed May 25, 2011 8:51 pm
Forum: The Drawing Board
Topic: Mission Framework
Replies: 7
Views: 5186

Mission Framework

Hi, I've tidied up the MissionFramework system a bit. It probably isn't too different from a player perspective, but the code should be a bit cleaner and more flexible than it used to be. Anyway, I thought I’d upload the latest version here as an alpha release. Any suggestions or ideas are welcome. ...
by giantcabbage
Wed May 25, 2011 8:43 pm
Forum: Shipyards
Topic: UNID Database
Replies: 564
Views: 395339

Re: UNID Database

0xDDDE - giantcabbage
by giantcabbage
Sun May 08, 2011 10:12 am
Forum: Shipyards
Topic: Virtual ships
Replies: 5
Views: 2398

Re: Virtual ships

looks like we were both replying at the same time. Yes, the ship was removed by "enteredStargate". I guess the 'followPlayer from the PlayerLeftSystem event is an order which triggers the check on completed orders after the jump - in the first system the order queue doesn't matter as virtual ships c...
by giantcabbage
Sun May 08, 2011 9:39 am
Forum: Shipyards
Topic: Virtual ships
Replies: 5
Views: 2398

Re: Virtual ships

I only want to use the virtual ships as a way to store a collection of events and associated data. I don't want them to appear as an in game ship which you can see / shoot. Maybe I should have said removed or deleted rather than destroyed. It appears that the problem is the part of the engine which ...
by giantcabbage
Sat May 07, 2011 7:03 pm
Forum: Shipyards
Topic: Virtual ships
Replies: 5
Views: 2398

Virtual ships

I was thinking of using virtual ships as the basis for a mission framework: http://www.neurohack.com/transcendence/forums/viewtopic.php?f=3&t=4073 as ships can be made to follow the player from system to system. Using the code below, the ship does seem to follow the player to the new system - the en...
by giantcabbage
Sat May 07, 2011 5:49 pm
Forum: Ideas & Suggestions
Topic: [suggestion] Mission / scripting framework
Replies: 7
Views: 5649

Re: [suggestion] Mission / scripting framework

The mining mission was incomplete in the original example. The mission was over once the ship reached the asteroid field (as it had no more order the Borer would go to the gate and you fail the mission). I've updated the example to make the mining survey playable. Now you should be able to watch the...
by giantcabbage
Tue Apr 26, 2011 9:34 pm
Forum: Ideas & Suggestions
Topic: [suggestion] Mission / scripting framework
Replies: 7
Views: 5649

Re: [suggestion] Mission / scripting framework

Thanks for the feedback. Alterecco - if you have time to have a closer look that would be great. No need to rush though as I'm quite busy at the moment. I'm not sure about using global event handlers or spawning new stations in every system. The code changes to the framework aren't a problem, but I'...
by giantcabbage
Thu Apr 07, 2011 10:53 pm
Forum: Ideas & Suggestions
Topic: [suggestion] Mission / scripting framework
Replies: 7
Views: 5649

[suggestion] Mission / scripting framework

I would like to suggest adding a mission/scripting framework for Transcendence. Mission data and logic should be separated from the ShipClass/StationType definitions for in game objects. If missions existed as separate entities (e.g. MissionType) there would be several advantages. Mods could be writ...