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Linking one mission to another?

posted Aug 21, 2011 18:04:16 by LeeKeiserII
I haven't entered the world of scripting yet, but I was wondering if its possible to link the end of one mission to the start of another?

Is it possible to have a multi-branching series of small missions? If one mission ends at DS2, then goto mission 7, if the mission ends at DS4, then goto mission 12. A branching system of missions that makes the experience not exactly linear??

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7 replies
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Mike_Substelny said Aug 22, 2011 15:04:12
Because there is no way to save your progress, you could do this for missions that are overly long. For example, if you expect the players to take several play sessions to complete the mission it would be necessary to break it into multiple parts.

But if all you want is a mission that branches to different situations based on the players' choices then you could achieve it with a single mission script.
"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).
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LeeKeiserII said Aug 22, 2011 21:06:49
Can the current "grid" of space be replaced entirely with a new set of stations and space objects in the MIDDLE of a game?

If a crew runs a mission and completes it, is there a way to start the next mission without losing the immersion in the game? Do they have to all drop OUT of the simulation in progress to start the next mission?

A game play-session should consist of multiple encounters. How do players go from encounter-to-encounter without losing the inevitable immersion that happens when you're in your first mission (encounter)?
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Mike_Substelny said Aug 23, 2011 12:51:22
For an example of replacing the current "grid" look at my mission script "Attrract Mode." If you fly into a black hole you come out in a different sector.

The mission script that I'm still trying to finish, "Truce or Consequences," does this a lot. Artemis must chase a Skaraan Executor across numerous sectors.

You can make multiple adventures in a single missions script, but they must be written that way from the beginning. There is no way to end one mission script and begin another without exiting to the server control screen for a moment.
"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).
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LeeKeiserII said Aug 24, 2011 03:54:07
Awesome! I'm glad that the scripting can do that right now.

My goal is to have a "mission" that a virgin crew can stay busy for 2-3 hours. It would have to start with a shakedown-cruise type mission for initial training then maybe get "interrupted" and the crew gets forced into action to deal with a crisis. Maybe some navigation and small encounter or two that eventually that leads to the climatic finish.

Hmmm... Guess I'm going to have to start writing a script. ;-)
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Mike_Substelny said Aug 25, 2011 16:14:40
The "Shakedown" mission on my web page almost does what you describe, though it has not been updated for Artemis 1.51 yet. It gives your crew a basic exercise in driving the ship then four exercises in fighting battles. If a new crew did all of the exercises on difficulty 6-10 the mission could take two hours or more.

My collaborator Dylan and I need to update "Shakedown" to include black holes and other new stuff.

"Shakedown" currently has no ending, since the crew can pick and choose which lessons to complete and which to skip. It would be pretty easy to add a chance for the exercise to be interrupted by a "real" attack by enemy vessels.
"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).
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TreChipman said Aug 29, 2011 04:32:34
I'd imagine you could probably do it by creating some kind of warp "event" (If all mission 1 objectives are met, create a "warp point" object at X,Y, and if the ship approaches withing N distance of the radius, trigger the warp event) that 1) destroys all current game objects (except the Artemis), 2) creates a new set of game objects (new enemies, stations, etc), 3) changes the skybox to something different, and 4) moves the Artemis to a different part of the map (the warp point's "exit").

EDIT: Actually, see lines 774-922 of Mike's Attract mode's xml file for a pretty elegant implementation of my ham-fisted explanation.
[Last edited Aug 29, 2011 04:41:10]
I'm not a mad scientist. I'm an angry one. You'd be wise to fear the latter.

Visit Artemis Command!
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Clayton-Mast said Aug 29, 2011 12:45:45
My Captain the script-er, has a device installed in one of our Missions that allows us to travel through black holes as if they were a worm hole. Then we pop out in a different map. I was thinking about getting some different types of 3d galaxies & using those to go to different systems or Maps. Like a launching point. Suggestions on Galaxy Models would be appreciated.
Aka Masuto Nendo-Ton
Helmsman of the I.S.S. Tyrant NX-10001110101
Captained by TPherball McGuillicutty
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