[Mod Request] Template mod

Freeform discussion about anything related to modding Transcendence.
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RPC
Fleet Admiral
Fleet Admiral
Posts: 2876
Joined: Thu Feb 03, 2011 5:21 am
Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Reward:
1000 internet points
Mod:
template mod. It has a settings.xml and you can put things into data fields for these types:
-mission types
-ship types
-station types
Then when you start the game Transcendence TypCreates your specified types.

Spurred by this conversation:

Code: Select all

<RPC> translation template?
<RPC> is this for translating stuff digdug?
<RPC> tbh I'd advocate for a mission template + ship + station template pack
<RPC> + items (weapons, etc)
<RPC> that way we can catalogue + make stuff accessible to newbs
<Atarlost> Mission templates please.
<Atarlost> Somehow.  
<Atarlost> Missions aren't just inaccessible to newbs
<RPC> are they accessible to anybody?
<RPC> like, I don't remember a mod that has missions
<RPC> even a simple "kill X" ission
<RPC> *mission
<Atarlost> Only CC.  
<RPC> but that's George modding his own game >.>
<RPC> well this is interesting
Tutorial List on the Wiki and Installing Mods
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
FourFire
Militia Captain
Militia Captain
Posts: 567
Joined: Sun Aug 12, 2012 5:56 pm

+1000 internet points additional award from me; I'm a newb who frequently messed around with other people's .xml
Missions are completely unaccessable to me.
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
TVR
Militia Commander
Militia Commander
Posts: 334
Joined: Sat Sep 08, 2012 3:26 am

Currently, mission creation and scripting requires an intimate understanding of TLISP. Considering that even dockscreens require TLISP for dynamic behavior, it does not seem possible to reduce mission creation to XML only.

However, it may be possible to create some stock objectives, e.g.

1) Destroy this target: (msnAddObjective issuer destroyTarget spaceObj [timelimit])
2) Go to point B: (msnAddObjective issuer goTo positionVector [radius] [timelimit])
3) Retrieve X items: (msnAddObjective issuer fetchQuest itemStruct [quantity] [timelimit])
4) Deliver this item to this target: (msnAddObjective issuer cargoRun itemStruct receiverObj [timelimit])
5) Dock at target: (msnAddObjective issuer dockAt spaceObj [timelimit])
6) Defend this target: (msnAddObjective issuer defendTarget spaceObj timelimit)
7) Escort target to destination: (msnAddObjective issuer escortMission spaceObj positionVector [radius] [timelimit])
8) Hold the point: (msnAddObjective issuer holdThePoint positionVector [radius] [timelimit]

That automatically handle all the specific details and can be combined in a linear sequence like (shpOrder) to form a multi-step, multi-objective mission.

Raisu Station could be simplified to this:

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(block Nil
	(msnAddObjective Raisu goTo (objGetPos (item (sysFindObject gStation "t +ArcoVaughn") 0))) <!-- 1. Go to Arco's Container Habitat -->
	(msnAddObjective Raisu destroyTarget (item (sysFindObject gStation "sEA +ArcoVaughn") 0)) <!-- 2. Kill him -->
	(msnAddObjective Raisu dockAt Raisu) <!-- 3. Go to Raisu Station -->
)
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EditorRUS
Militia Lieutenant
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Posts: 148
Joined: Tue Oct 30, 2012 6:30 pm

In short: you want a framework, aren't you?
First of all: it seems like there's no overloading of functions, so, you need different names for all the functions, you could make a function for different purposes only if you add non-static amount of paramerets ( it described on Xelerus as [bla-bla-bla], but you need to get a list of parameters ).
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