Search found 104 matches

by giantcabbage
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 ...
by giantcabbage
Mon Sep 03, 2012 9:47 pm
Forum: Ideas & Suggestions
Topic: Hotel restaurant
Replies: 12
Views: 6097

Re: Hotel restaurant

PM wrote:
giantcabbage wrote:should they really be buying slaves and triggers along with the drugs/bootleg 3dv?
Why not?
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.
by giantcabbage
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...
by giantcabbage
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 ...
by giantcabbage
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?
by giantcabbage
Thu Jun 21, 2012 7:11 pm
Forum: Off-Topic
Topic: Vaguely similar game
Replies: 14
Views: 7841

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...
by giantcabbage
Thu Apr 05, 2012 10:59 pm
Forum: The Drawing Board
Topic: MissionFramework for 1.08a
Replies: 6
Views: 3960

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))...
by giantcabbage
Thu Mar 15, 2012 10:43 pm
Forum: The Drawing Board
Topic: MissionFramework for 1.08a
Replies: 6
Views: 3960

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 ...
by giantcabbage
Mon Mar 05, 2012 10:58 pm
Forum: Community Discussions
Topic: Fixing the Wiki
Replies: 36
Views: 40711

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...
by giantcabbage
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...
by giantcabbage
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)
by giantcabbage
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...
by giantcabbage
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...
by giantcabbage
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...
by giantcabbage
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...