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Cargo transfer

Posted: Wed Feb 09, 2005 6:14 am
by Dragonlead
This has been discussed before. While the coding won't allow in-mission replenishment, I have figured out the mission.def commands necessary to make it look like there are cargo ships transferring goodies from a station to a ship. FYI.

V/R

RE: Cargo transfer

Posted: Wed Feb 09, 2005 11:15 am
by Mr. D
Cool, that sounds really interesting and would add some logistical depth to the game![:D]
I guess we may need smoe more freighters, maybe military transports with pdbs to make this more intersting, and some baddies (pirates) with some more depth to make attacks on supply lines, right?

RE: Cargo transfer

Posted: Wed Feb 09, 2005 8:01 pm
by Diabolico
hmmm... delicious, isn't it?[:D]

=S=

RE: Cargo transfer

Posted: Wed Feb 09, 2005 8:45 pm
by LeonH
im sure some cargo wessles can be made, (that was a diliberate miss spelling name the film) yea Cargo Moving would add another level to the game i keep wondering if it would be posible to make more of a free flowing Online Campaign where Cargo movement etc Effects New ships being deployed etc.

RE: Cargo transfer

Posted: Wed Feb 09, 2005 8:52 pm
by Kuokkanen
ORIGINAL: Dragonlead

I have figured out the mission.def commands necessary to make it look like there are cargo ships transferring goodies from a station to a ship.
What are you waiting for? Spit it out!

RE: Cargo transfer

Posted: Wed Feb 09, 2005 9:30 pm
by Mr. D
I WANT MY CARG, I PAID FOR IT!
Some kind of docking ring would be needed to make if possbile, or at least make it look possible.
Unfortunately there is no proper transfer point on all ships, and docking still damages your ship[:(]

Image

RE: Cargo transfer

Posted: Wed Feb 09, 2005 10:06 pm
by LeonH
well for the docking ring thing couldnt we use the turret but that the turret isnt realy there? to make the appearance of a docking arm etc? one ship i notice doesnt take as much damage as the rest is the LCA you can bounce thoes of ships [:D] Humm that may have to be the next modeling project a tradestation

RE: Cargo transfer

Posted: Thu Feb 10, 2005 4:15 am
by Dragonlead
Perhaps I should clarify.

I am not talking about docking capital ships. That has proved beyond the scope of this game so far. What I have created is an LCA (that looks like a cargo hauler) and I use it to go from station to ship, etc. A few pictures...

This is the hermes class trash hauler, with the cargo pod. The Jackal is in the background for comparison. It is big (notice the size of the Phalanx ball - that will get changed by the way) You have to make sure that any launch bay you add to a mod ship is big enough to handle this guy. He will fit into an Orion, barely. The cargo transfeer effect is enhanced by changing the ship abit. See next post.

Image

RE: Cargo transfer

Posted: Thu Feb 10, 2005 4:21 am
by Dragonlead
The identical ship has its cargo pod removed. See picture. The trick is to set up a "squadron" of these things, but then go into the mission.def itself and add a dead_count line of more than one (say half the squadron) and do the same for the station's "squadron" as well. This is what will allow you to actually dock at another location.

See the next post for the actual mission.def. Almost everything is my own work, so if it doesn't work the first time out, remember to use either stock or your own ships. One note here - give the station a squadron of fighters before the cargo haulers. The AI always launches a patrol, and it looks really odd to see trash haulers doing this.

V/R

Image

RE: Cargo transfer

Posted: Thu Feb 10, 2005 4:23 am
by Dragonlead
As promised, here is the mission.def.

MISSION

name: "Cargo Transfer"
type: "Cargo"
system: "Haiche"
region: "Cygnus"

objective: "Test the capabilities of the new prototype."

sitrep: "This space intentionally left blank."

start: "570:35:00"

degrees: true

element: {
name: "Warspite",
design: "Warspite",
mission: "Misc",

intel: "Secret",
count: 1,
command_ai:1,
iff: 1,
player: 1,
playable: false,
region: "Cygnus",
loc: (0, 0, 0),
}

element: {
name: "herm",
design: "Hermes1",
carrier: "Warspite",
commander: "Warspite",
mission: "Misc",

intel: "Secret",
count: 12,
dead_count: 6,
iff: 1,
region: "Cygnus",
loc: (0, 0, 0),
}

element: {
name: "onetest",
design: "Hermes1",
squadron: "herm",
mission: "Transport",

intel: "Secret",
count: 1,
alert: true,
command_ai:1,
iff: 1,
playable: false,
region: "Cygnus",
loc: (16000, 3000, 0),

objective: { cmd: Dock, tgt: "Home 1" },

navpt: { cmd: Vector, status: Pending, loc: (-748, 24921, 0), speed: 250, rgn: "Cygnus" },
navpt: { cmd: Dock, status: Pending, tgt: "Home 1", loc: (-50936, 0, 0), speed: 250, rgn: "Cygnus" },
}

element: {
name: "Home 1",
design: "Station4",
mission: "Misc",

intel: "Secret",
count: 1,
command_ai:1,
iff: 1,
playable: false,
region: "Cygnus",
loc: (-70000, -10000, 0),
}

element: {
name: "scout",
design: "Falcon",
carrier: "Home 1",
commander: "Home 1",
mission: "Misc",

intel: "Secret",
count: 12,
iff: 1,
region: "Cygnus",
loc: (-70000, -10000, 0),

loadout: { ship: -1, name: "Clean" },
}

element: {
name: "herm2",
design: "Hermes",
carrier: "Home 1",
commander: "Home 1",
mission: "Misc",

intel: "Secret",
count: 12,
dead_count: 6,
iff: 1,
region: "Cygnus",
loc: (-3000, 23000, 0),
}

element: {
name: "twotest",
design: "Hermes",
squadron: "herm2",
mission: "Misc",

intel: "Secret",
count: 1,
hold_time: 3000,
alert: true,
command_ai:1,
iff: 1,
playable: false,
region: "Cygnus",
loc: (-73000, -10000, 0),

objective: { cmd: Dock, tgt: "Warspite" },

navpt: { cmd: Vector, status: Pending, loc: (-73173, -35271, 0), speed: 250, rgn: "Cygnus" },
navpt: { cmd: Dock, status: Pending, tgt: "Warspite", loc: (-684, 19827, 0), speed: 250, rgn: "Cygnus" },
}

event: {
id: 1,
time: 5.0,
delay: 0.0,
event: Message,
event_ship: "Warspite",
event_source: "Home 1",
event_message: "Ready to transfer supplies",
event_chance: 100,
trigger: "Time",
}

event: {
id: 2,
time: 0.0,
delay: 0.0,
event: Message,
event_ship: "Warspite",
event_source: "Home 1",
event_message: "docked",
event_chance: 100,
trigger: "Dock",
trigger_ship: "onetest",
}

event: {
id: 3,
time: 0.0,
delay: 5.0,
event: Message,
event_ship: "Warspite",
event_source: "Home 1",
event_message: "Cargo inbound",
event_chance: 100,
trigger: "Event",
trigger_param: 2,
}

event: {
id: 5,
time: 0.0,
delay: 0.0,
event: Hold,
event_ship: "twotest",
event_chance: 100,
trigger: "Event",
trigger_param: 3,
}

event: {
id: 4,
time: 0.0,
delay: 0.0,
event: Message,
event_ship: "Home 1",
event_source: "Warspite",
event_message: "cargo received",
event_chance: 100,
trigger: "Dock",
trigger_ship: "twotest",
}

// EOF


V/R

RE: Cargo transfer

Posted: Thu Feb 10, 2005 7:58 am
by Kuokkanen
Some comments would be nice

RE: Cargo transfer

Posted: Thu Feb 10, 2005 5:02 pm
by Diabolico
Yeah, it all looks very neat but where can we get the mod itself to fly that mission?
Thanks in advance,

=S=

RE: Cargo transfer

Posted: Fri Feb 11, 2005 3:05 am
by Dragonlead
Actually, you don't need the mod. You can use existing stock ships. Here is the mission.def again with all stock ships. Just copy this to Notepad, call it Cargo Transfer.def and save it in your mission folder in your mod folder and then go to custom missions in your -filesys version of SS. Run the mission. Everything is automatic. All you need to do is zoom in on different ships and see how oddly the LCAs actually fly.

MISSION

name: "Cargo Transfer"
type: "Cargo"
system: "Haiche"
region: "Cygnus"

objective: "Test the capabilities of the new prototype."

sitrep: "This space intentionally left blank."

start: "570:35:00"

degrees: true

element: { //need a carrier for the transfer - this is you
name: "Warspite",
design: "Orion",
mission: "Misc",

intel: "Secret",
count: 1,
command_ai:1,
iff: 1,
player: 1,
playable: false,
region: "Cygnus",
loc: (0, 0, 0),
}

element: { //this is the squadron
name: "herm",
design: "Zodiac",
carrier: "Warspite",
commander: "Warspite",
mission: "Misc",

intel: "Secret",
count: 12,
dead_count: 6, // note the deadcount command here, this is what makes the docking procedure possible.
iff: 1,
region: "Cygnus",
loc: (0, 0, 0),
}

element: { //this is the actual test mission vehicle that does the flying
name: "onetest",
design: "Zodiac",
squadron: "herm",
mission: "Transport",

intel: "Secret",
count: 1,
alert: true,
command_ai:1,
iff: 1,
playable: false,
region: "Cygnus",
loc: (16000, 3000, 0),

objective: { cmd: Dock, tgt: "Home 1" },

navpt: { cmd: Vector, status: Pending, loc: (-249, -20435, 0), speed: 250, rgn: "Cygnus" },
navpt: { cmd: Dock, status: Pending, tgt: "Home 1", loc: (-50936, 0, 0), speed: 250, rgn: "Cygnus" },
}

element: { // where you get your supplies from
name: "Home 1",
design: "Station4",
mission: "Misc",

intel: "Secret",
count: 1,
command_ai:1,
iff: 1,
playable: false,
region: "Cygnus",
loc: (-70000, -10000, 0),
}

element: { //need the fighters because the AI always sends out a 2-ship patrol
name: "scout",
design: "Falcon",
carrier: "Home 1",
commander: "Home 1",
mission: "Misc",

intel: "Secret",
count: 12,
iff: 1,
region: "Cygnus",
loc: (-70000, -10000, 0),

loadout: { ship: -1, name: "Clean" },
}

element: { // the opposite number for your own suadron
name: "herm2",
design: "Zodiac",
carrier: "Home 1",
commander: "Home 1",
mission: "Misc",

intel: "Secret",
count: 12,
dead_count: 6, // note the deadcount command here, this is what makes the docking procedure possible.
iff: 1,
region: "Cygnus",
loc: (-3000, 23000, 0),
}

element: { // this is the returning vehicle that would supposedly be full of supplies
name: "twotest",
design: "Zodiac",
squadron: "herm2",
mission: "Misc",

intel: "Secret",
count: 1,
hold_time: 3000,
alert: true,
command_ai:1,
iff: 1,
playable: false,
region: "Cygnus",
loc: (-73000, -10000, 0),

objective: { cmd: Dock, tgt: "Warspite" },

navpt: { cmd: Vector, status: Pending, loc: (-73173, -35271, 0), speed: 250, rgn: "Cygnus" },
navpt: { cmd: Dock, status: Pending, tgt: "Warspite", loc: (-684, 19827, 0), speed: 250, rgn: "Cygnus" },
}
//this is the series of events and triggers that make the process automatic
event: {
id: 1,
time: 5.0,
delay: 0.0,
event: Message,
event_ship: "Warspite",
event_source: "Home 1",
event_message: "Ready to transfer supplies",
event_chance: 100,
trigger: "Time",
}

event: { // if you choose to manually direct your LCA to dock with the station, the sequence will still happen.
// however, to make the process loop, you would have to individually identify each LCA as a separate
// vehicle, for the ship and station and then add a similar sequence to these events.
id: 2,
time: 0.0,
delay: 0.0,
event: Message,
event_ship: "Warspite",
event_source: "Home 1",
event_message: "docked",
event_chance: 100,
trigger: "Dock",
trigger_ship: "onetest",
}

event: {
id: 3,
time: 0.0,
delay: 5.0,
event: Message,
event_ship: "Warspite",
event_source: "Home 1",
event_message: "Cargo inbound",
event_chance: 100,
trigger: "Event",
trigger_param: 2,
}

event: {
id: 5,
time: 0.0,
delay: 0.0,
event: Hold,
event_ship: "twotest",
event_chance: 100,
trigger: "Event",
trigger_param: 3,
}

event: {
id: 4,
time: 0.0,
delay: 0.0,
event: Message,
event_ship: "Home 1",
event_source: "Warspite",
event_message: "cargo received",
event_chance: 100,
trigger: "Dock",
trigger_ship: "twotest",
}

// EOF

V/R

RE: Cargo transfer

Posted: Fri Feb 11, 2005 9:12 am
by Diabolico
Ok I will try this! [:D]