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Three Short Queries - Difficulty, Cloak and Status

posted Jan 18, 2013 11:29:28 by JSpaced
Hi guys, I'm really getting into this mission scripting now. I've created a simple way-point follow mission to introduce new crews to the system and I'm currently developing a rescue/defend mission for Mark's TNG mod.
My questions though are:

1- What does <set_difficulty_level value="3" /> do? Does it override the chose difficulty setting on the server?

2- How does Cloaking work? Does it "destroy"/remove the ship being cloaked. I ask because in my rescue mission, two ships could cloak and I had a condition of victory: crewrescued=1 and enemy fleet count =0. I /think/ the ships cloaked and then the game started flickering the mission successful message at me without ending the game.

3- Is there a way to set the reported status of a ship? I want to transmit a custom response to the Comms officer requesting ship status.

Thank you in advance!
[Last edited Jan 18, 2013 11:33:14]
"We should give him the send-off he deserves. He died saving us all. Prepare a Rocket-Shed for immediate launch."
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7 replies
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Mike_Substelny said Jan 21, 2013 19:15:52
1. Yes, it overrides the player difficulty setting.

2. A cloaked enemy is invisible, cannot be scanned or locked, but as far as I know is still "there." So if a nuke detonated against another nearby target the cloaked ship would be damaged.

3. You want Comms to report status to someone else? You could do this with a hotkey. That is, tell Commes "Press S to send a status report" then trigger an action when S is pressed.
"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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JSpaced said Jan 22, 2013 09:14:48
1: That's great. I'm going to leave that setting out then.

2: OK, that makes more sense. Actually I found the flaw in my script that caused that issue and fixed it.

3: No, that's not what I'm after. I've got a heavily damaged freighter and I've scripted in a 60 second rescue operation. But when comms contacts the freighter and asks for their status they say: "Everything's fine, on our way to our destination. Can I help you?" I'd like them to say: "Please help! Our core containment is collapsing!" or something.
"We should give him the send-off he deserves. He died saving us all. Prepare a Rocket-Shed for immediate launch."
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TravisHead said Jan 22, 2013 16:35:55
Curious if you ever get that (#3)working. I could see some benefit to such a feature.
T
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Mike_Substelny said Jan 22, 2013 17:49:20
At this time there is no way to override the status report. You can have the ship take the initiative to call the players and say "please help us!" but that's it.

Of course if your script actually damages the ship then I presume it would report that its engines are dead, it's shields are failing, it's beams are disabled, etc.
"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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TravisHead said Jan 22, 2013 18:27:01
Hmm, building on Mike's comment I wonder if there's a way to script a status message based on damage levels?
I'm not at my home computer to check (don't tell the boss) but I would think you can say something along the lines of;
IF: Property Shields = 0 on object <ship>
THAN: Send Message "Our shields are down blah blah blah".

IF: Impulse damage (Less than or equal to) 20%
THAN: Send Message "We're sitting ducks out here!"
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Mike_Substelny said Jan 23, 2013 01:07:26
Yes, you can have a ship send messages based on damage to shields, and I believe other systems.
"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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JSpaced said Jan 23, 2013 09:45:52
Hi guys, thanks for the replies. I've set up the script to permanently cripple the Neutral.
(Basically if the ship exists damage everything to 100), that provides a more sensible status.
I've also implemented a core collapse using some useful code snippets out there. When it's ready I'm going to release these missions publicly, but they need some play testing first.
J
"We should give him the send-off he deserves. He died saving us all. Prepare a Rocket-Shed for immediate launch."
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