Search found 104 matches
- Fri Aug 12, 2011 9:18 pm
- Forum: Beta Bug Reports
- Topic: sysCreateShip in 1.06a
- Replies: 7
- Views: 5430
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...
- Fri Aug 12, 2011 9:04 pm
- Forum: The Drawing Board
- Topic: Mission Framework
- Replies: 7
- Views: 5206
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...
- Tue Aug 09, 2011 10:24 am
- Forum: Shipyards
- Topic: Occupation attribute and controllingSovereign
- Replies: 2
- Views: 1498
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...
- Mon Aug 08, 2011 9:59 pm
- Forum: Shipyards
- Topic: Occupation attribute and controllingSovereign
- Replies: 2
- Views: 1498
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...
- Mon Aug 08, 2011 9:57 pm
- Forum: The Drawing Board
- Topic: Mission Framework
- Replies: 7
- Views: 5206
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.
- Thu Aug 04, 2011 12:37 pm
- Forum: The Drawing Board
- Topic: Mission Framework
- Replies: 7
- Views: 5206
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...
- Wed May 25, 2011 8:51 pm
- Forum: The Drawing Board
- Topic: Mission Framework
- Replies: 7
- Views: 5206
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. ...
- Wed May 25, 2011 8:43 pm
- Forum: Shipyards
- Topic: UNID Database
- Replies: 564
- Views: 401720
Re: UNID Database
0xDDDE - 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...
- 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 ...
- 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...
- Sat May 07, 2011 5:49 pm
- Forum: Ideas & Suggestions
- Topic: [suggestion] Mission / scripting framework
- Replies: 7
- Views: 5681
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...
- Tue Apr 26, 2011 9:34 pm
- Forum: Ideas & Suggestions
- Topic: [suggestion] Mission / scripting framework
- Replies: 7
- Views: 5681
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'...
- Thu Apr 07, 2011 10:53 pm
- Forum: Ideas & Suggestions
- Topic: [suggestion] Mission / scripting framework
- Replies: 7
- Views: 5681
[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...