Question re:mission scripting

Starshatter: The Gathering Storm extends the classic space sim by combining fighter and starship combat in a single dynamic campaign game.
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Pheagey
Posts: 290
Joined: Thu Apr 01, 2004 8:16 am
Location: Tampa, USA
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Question re:mission scripting

Post by Pheagey »

Does any have any information about mission scripting. ?Ive having a hell of a time figure it out. In particular Im curiouse toknow how to make ships appear/disappear w/o jumping/damaging the to destruction, and other variouse things.
blaa.
xanthos
Posts: 12
Joined: Thu Mar 24, 2005 10:39 am
Location: NH

RE: Question re:mission scripting

Post by xanthos »

Hey Pheagey,
I might be able to help if you can give me an idea of what some specifics. You can email me with exact questions if you like, but on the two items you mentioned...

Ships disappearing w/o jumping- I dont think this can be done. There are only 7 actions that can be taken through mission event scripting. What you're talking about sounds like cloaking, which would be a ship modding item, if it was possible.

Damaging a ship through scripting? If I followed this correctly you're asking about the mission event "damage". But to be sure I explained both the event "damage" and using the trigger "damage". I took me a while to figure these both out, but they work like this...


In the case of "damage" as the trigger, it is a percentage of hull damage that triggers the event. The percentage would be set in the trigger_parm, for example...

event: {
id: 60,
time: 0.0,
delay: 0.0,
event: Message
event_message: "We've sustained heavy damage...we'll hold them off as long as we can!"
event_chance: 100
trigger: "Damage"
trigger_ship: "Whitestar"
trigger_param: 80
}

In the above the Whitestar will transmit the text message once their hull has sustained 80 percent damage. The actual event could be jump or whatever you like, if you wanted you ship to make a quick get-away if it was about to be destroyed then "jump" might be your event.

Causing damage using an event is a little more complicated...

To cause damage then the event would be set to "damage" obviously. The trigger could be one of the twelve items availible, in the example below I used another event to trigger the damage. The amount of damage, (occurs in event 47), is set in the event_parm, but is completely different then the trigger setup.

The damge itself is not like the trigger_parm values. It is not a percentage of hull damage you want to inflict. I am not 100 percent sure, but I belive it is relation to actual hull weight. In other words, a ship deffed with a 45k hull would take 50 percent damage with the event_parm set to 22500. See the example below...

event will of course be "damage"
event_ship will take the damage as def in the event_parm....



event: {
id: 103,
time: 0.0,
delay: 60.0,
event: Message
event_chance: 100
trigger: "Target"
trigger_ship: "Whitestar"
}

event: {
id: 104,
time: 0.0,
delay: 60.0,
event: Message
event_chance: 100
trigger: "Target"
trigger_ship: "Franklin Pierce"
}


event: {
id: 44,
time: 0.0,
delay: 8.0,
event: Message
event_message: "This is Whitestar, We are in range of the FP, engaging her override command codes-"
event_chance: 100
trigger: "Event (ANY)"
trigger_param: (103, 104)
}

event: {
id: 45,
time: 0.0,
delay: 3.0,
event: Message
event_message: "-and initiating her self-destruct sequence...sorry about this ol' girl"
event_chance: 100
trigger: "Event"
trigger_param: 44
}

event: {
id: 47,
time: 0.0,
delay: 6.0,
event: Damage
event_ship: "Franklin Pierce"
event_param: 999999
event_chance: 100
trigger: "Event"
trigger_param: 45
}

In the series of events above the Franklin Pierce is destroyed with the attempt to create the illusion that the Whitestar overrode commands codes of the FP and initiated the FP's self-destruct.

It all starts with either the Whitestar or the FP targetting each other, its an OR situation...one OR the other will set things in motion, (events 103 and 104). Once this happens then it triggers event 44, which in turn triggers 45 and so on...

Finally event 47 is triggered where the damage is done. In my example the event_parm is set to "999999", or complete detruction of the FP. This may seem a little complicated to someone not familiar with event scripting, so if you need me to clarify better feel free to email me with questions.

Hope that answers your question! Good Luck!

oh, and by the way? I still think the Heavy Spectre rocks!

-X-
Pheagey
Posts: 290
Joined: Thu Apr 01, 2004 8:16 am
Location: Tampa, USA
Contact:

RE: Question re:mission scripting

Post by Pheagey »

Thanks, I have many more questions...

you have mail...
blaa.
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