Members | Sign In
All Forums > Mission Scripting
avatar

Saving the Traders Mission

posted Jun 15, 2011 04:44:40 by Eric
Updated for 1.51 but put back as The Kobayashi Maru instead of Saving the Traders.
[Last edited Aug 16, 2011 03:39:09]
page   1
8 replies
avatar
Mike_Substelny said Jun 15, 2011 19:56:22
Eric, your mission looks great. I hope to try it soon.

I had a "topspeed" value="0" problem similar to yours. I never figured it out, but I discovered that if I set a really low top speed such as value="0.01" the ship was essentially dead in space.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
avatar
Martok42 said Jun 16, 2011 15:31:55
In this Part:<!-- The End Game: If all hostiles are dead. -->

You missed a slash and bracket in this line:

<set_timer name="missionComplete_timer" seconds="60"

</event>


Also, was this designed for Star Trek ships? :)
A vital mission, impossible odds and a ruthless enemy, what more could we ask for?

Follow the Star Trek, Into The Breach mod for Artemis: NegativeZone
avatar
Mike_Substelny said Jun 17, 2011 01:11:56
Eric, I am trying to play the mission but it won't function. Having made the change that Martok42 recommends, I now get the Comms message:

"Space Station K-7 has been lost and thus so has the K Maru
since we have lost our means of transporting the civilians to safety."

repeated over and over with every game cycle. There are a couple of ways that I could fix it, but I don't want to change the story that you are telling.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
avatar
Eric said Jun 17, 2011 04:07:28
I'll take a look at it. I was never sure if the ending would work how I wanted it to. Thanks for digging into it for me.

Martok, yes. I originally had the Romulans chasing the Maru, and the Klingons attack Epsilon 9 while the Orions were pirating the Pegasus. It was mainly an attempt to put in all the cool ships you guys had designed into a single mission. However, for posting it here I wanted it to be available to just "plug and play" since my vessel file and such are different even from your mods because I combined a lot of your ships into a single vesselData file.
[Last edited Jun 17, 2011 05:38:04]
avatar
ozuse666 said Jul 14, 2011 01:21:59
uhm yeah i just bought this game from a cool set up at a con... what am i supposed to do with text data? i can't even open an xml file let alone create a blank one to modify.

Could someone post tips or links on how to make this work.
avatar
Eric said Jul 14, 2011 02:56:56
You can open an XML file with notepad and make changes. You basically just copy and rename an existing XML file and then edit it in notepad. Or you can download XML Pad Pro for free and use that. I have found the XML Pad Pro to be much easier to use and I think you can build a verifying file somehow, but I haven't looked into that yet.
[Last edited Aug 16, 2011 03:36:06]
avatar
Eric said Aug 16, 2011 03:32:48
I think I finally fixed this mission. I've put it back in Star Trek language and it works with Martok42 and Vorus' Federation mod. The audio files contained use the Star Trek names and such. Let me know if this works.

http://www.mediafire.com/?i6g8t969cmxxd5r
avatar
Martok42 said Aug 20, 2011 02:43:46
Whoa! Awesome! You sir, are the first person to make a mission for our mod! Besides us of course, but that was a bit of a given... I will defiantly play this, and tell you want I think.
A vital mission, impossible odds and a ruthless enemy, what more could we ask for?

Follow the Star Trek, Into The Breach mod for Artemis: NegativeZone
Login below to reply: