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Scripting Question |
Barthezzz Fleet Admiral
Joined: May 31, 2001 Posts: 5630 From: The Netherlands
| Posted: 2003-07-21 18:22  
Dont worry, you wont have to move this to the private forum.
All i want to know right now if it would be possible to spawn/remove jumpgates, Wormholes and planets using Ds scripting?
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Shigernafy Admiral
Joined: May 29, 2001 Posts: 5726 From: The Land of Taxation without Representation
| Posted: 2003-07-22 02:07  
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All i want to know right now if it would be possible to spawn/remove jumpgates, Wormholes and planets using Ds scripting?
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Currently, you cannot spawn any of those items, and I don't think you can remove them, but I'm not entirely sure.
There are some changes to the scripting system with the new patch, but I don't know what they are at this moment, so those abilities may have been added, but I'd doubt it.
_________________ * [S.W]AdmBito @55321 Sent \"I dunno; the French had a few missteps. But they're on the right track, one headbutt at a time.\"
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Sandals Fleet Admiral Agents
Joined: January 21, 2002 Posts: 2001 From: Redmond,WA,USA
| Posted: 2003-07-22 02:47  
Curious question:
Would it be possible to 'place' the wormhole graphic, say, and the script the movement of ships to elsewhere based on that point?
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Barthezzz Fleet Admiral
Joined: May 31, 2001 Posts: 5630 From: The Netherlands
| Posted: 2003-07-22 04:48  
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On 2003-07-22 02:07, Shigernafy wrote:
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All i want to know right now if it would be possible to spawn/remove jumpgates, Wormholes and planets using Ds scripting?
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Currently, you cannot spawn any of those items, and I don't think you can remove them, but I'm not entirely sure.
There are some changes to the scripting system with the new patch, but I don't know what they are at this moment, so those abilities may have been added, but I'd doubt it.
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hmm dang.
I need some form of Gate that can open after a certain amount of time. :/
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Shigernafy Admiral
Joined: May 29, 2001 Posts: 5726 From: The Land of Taxation without Representation
| Posted: 2003-07-23 02:28  
No, you couldn't place a graphic placeholder.. you could spawn an item at a random point and then have the ships position change when it gets near the item, but that's a bit odd...
And that would also require a constant check of the position of all ships relative to this object, which takes up processing power.
As for Barth's note, yeah, stuff like that would be nice but I don't think its possible at the moment...
If you just needed to warp the ship at a certain time, that's possible... but you can't make a jumpgate appear at a certain time to do it.
Perhaps Chromix can add some fancy stuff like that to the system... but I doubt that'd be coming any time soon.. :/
[ This Message was edited by: Shigernafy on 2003-07-23 02:30 ]
_________________ * [S.W]AdmBito @55321 Sent \"I dunno; the French had a few missteps. But they're on the right track, one headbutt at a time.\"
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Barthezzz Fleet Admiral
Joined: May 31, 2001 Posts: 5630 From: The Netherlands
| Posted: 2003-07-23 04:08  
Nah the Ship Transporting wouldnt work to well.
Anyhow, i was thinking about creating a map that has the darkspace version of Capture the flag.
Each team would have a planet that has a few builds on them when the map starts.
And some stuff they could use to mod.
I would use infero planets to box 2 Planets and 2 jump gates in.
Then after 4 or 5 either a planet would be remove with a script or a jumpgate would be placed allow ships to access the enemy "base"
The timer would allow teams to talk about tactics, drop a few mines for defense, Decide on what ships to fly, etc.
Of course there would be a 2nd problem, for gameplay reasons certain ships would have to be turned off, Like the Engineering ships to prevent people from rebuilding their planet once the enemy bombs it.
Buildings that are gone should be gone
Ahwell, Perhaps in the future this would be possible
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Chromix Cadet
Joined: June 29, 2001 Posts: 3052
| Posted: 2003-07-24 09:44  
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| if it would be possible to spawn/remove jumpgates, Wormholes and planets using Ds scripting? |
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Yep, you can remove those, but I wouldn't recommend to do so though. The game assumes Planets/Jumpgates to be static objects.
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| you could spawn an item at a random point and then have the ships position change when it gets near the item, but that's a bit odd |
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Yes, but it would work more or less (might be a bit tricky to get around desyncs).
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| for gameplay reasons certain ships would have to be turned off, Like the Engineering ships to prevent people from rebuilding their planet once the enemy bombs it |
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No problem to do so, how about simply slapping all Engineer ships into Sol ?
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