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Races and vesselData.xml

posted Feb 05, 2013 16:29:28 by 5th_Wall_Gaming
I have the following code in my vesselData.xml..

<vessel uniqueID="6000" side="6" classname="Cube" broadType="Large">
<art meshfile="dat/Borg.dxs" diffuseFile="dat/borg.png"
glowFile="dat/borg.png" specularFile="dat/borg.png" scale="1.0" pushRadius="150"/>
<shields front="300" back="300" />
<performance turnrate="1.000" topspeed="1.0" efficiency="1.0" />
<fleet_ai commonality="50" />
<beam_port x="-94" y="34" z="310" damage="3.0" arcwidth="0.2" cycletime="6.0" range="2000"/>
<beam_port x=" 94" y="34" z="310" damage="3.0" arcwidth="0.2" cycletime="6.0" range="2000"/>
<beam_port x="0" y="0" z="-250" damage="3.0" arcwidth="0.4" cycletime="4.0" range="1400"/>
<engine_port x=" 142.35" y="-2" z="-263" />
<engine_port x="-142.35" y="-2" z="-263" />
<impulse_point x="189.647034" y="-1.964812" z="-228.977081" />
<impulse_point x="-189.647034" y="-1.964812" z="-228.977081" />
<maneuver_point x="-33.807400" y="-30.912567" z="83.769875" />
<maneuver_point x="33.807400" y="-30.912567" z="83.769875" />
</vessel>


I call it with the following code in my script..

<create type="Enemy" hulltype="6000" x="50000" y="0" z="50000" name="BFD 59-482" fleetnumber="2"/>
<set_object_property name="BFD 59-482" property="eliteAbilityBits" value="58"/>
<set_object_property name="BFD 59-482" property="eliteAIType" value="0"/>


But when it appears, it's a copy of Artemis. I have the borg.png and Borg.dxs files there to be accessed. Why am I attacking myself and not the skin I need?
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14 replies
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MarkBell said Feb 05, 2013 16:31:28
You want to use hullID="6000", not hulltype there. Alternately, use hultype="Cube"
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5th_Wall_Gaming said Feb 05, 2013 16:35:58
*wags his finger at Thom*

ATTRIBUTE: hulltype
VALID: 0-? (corresponds to the unique hull ID in vesselData.xml)

The docs need to be updated. :)

So what are hullkeys then?
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MarkBell said Feb 05, 2013 16:45:04
hullkeys are the things that specify the particular kind of ship after racekeys. In your example, racekey="Borg enemy" would specify any enemy with preference given to Borg races. hullkey="Cube large" would specify any enemy within the racekey types with the broadtype or subtype large, with preference given to Cube types. It's a priority and generalization thing - hullID makes the missions pretty inflexible to changes to the vesselData file - once you specify 6000, by god it's gonna call 6000 regardless if its a cube, a bird of prey, or nothing at all (which will crash Artemis). hullKeys and raceKeys make it so you can modify the vesselData file (or use it with a different mod!) and it looks for the tags you specify. If it doesn't find 'em, then it broadens the search until it finds a valid object.

<create type="enemy" x="50000.0" y="0.0" z="50000.0" raceKeys="Borg enemy" hullKeys="Cube large" name="BFD 59-482" fleetnumber="2"/> - calls a Cube of Borg. If there aren't any Cube types, it calls a large of Borg. If there aren't any Borg, it calls a Cube of enemy. If neither Cube nor Borg, it calls a large of enemy.

NB - your tags should be single words, since "Bird of Prey" and "Bird of Death" could both be called on "Bird" - I've had some bizarre replacements show up :)
[Last edited Feb 05, 2013 16:46:00]
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5th_Wall_Gaming said Feb 05, 2013 16:47:53
<create type="enemy" x="50000.0" y="0.0" z="50000.0" raceKeys="Borg enemy" hullKeys="Cube large" name="BFD 59-482" fleetnumber="2"/> - calls a Cube of Borg. If there aren't any Cube types, it calls a large of Borg. If there aren't any Borg, it calls a Cube of enemy. If neither Cube nor Borg, it calls a large of enemy.


I gotcha. Thanks. :)
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5th_Wall_Gaming said Feb 05, 2013 16:56:52
So it's working now, but when I get into the manual fire mode, it's the artemis again. Any idea how to fix that?
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Mike_Substelny said Feb 05, 2013 17:24:14
Do you have the script folder with all of your models and artwork copied to all of the consoles? Maybe the Weapons console doesn't have the Borg artwork so it's showing something else?
"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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5th_Wall_Gaming said Feb 05, 2013 17:25:45
It's running all on the same computer. So yeah. It has it.
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MarkBell said Feb 05, 2013 17:26:10
Hm. That's.... bizarre. I've never run into that. Admittedly, we tend to leave it in autofire on beams, so I'm not sure if it actually has come up. Do the impusle/weapon points look like they line up on Artemis? or are they off the model somewhere in space (as if it were on an enormous cube...)
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5th_Wall_Gaming said Feb 05, 2013 17:27:40
I just see the weapon hardpoint. That may be because of my code though.
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MarkBell said Feb 05, 2013 17:30:02
Well, if all the points are specified, they should all show up. Did you pick the points off using the ship editor tool? or manually via some other method?
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MarkBell said Feb 05, 2013 17:38:17
Also, what's efficiency = "1.0" ? I've never seen or used that in my vesselData file.
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5th_Wall_Gaming said Feb 05, 2013 17:41:14
There's a ship editor tool?

I dunno. It was there for the last ship.
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MarkBell said Feb 05, 2013 17:53:35
http://artemiswiki.pbworks.com/w/page/52152707/Mods

The ship editor tool by Thom - you place texture files you want into the ShipTextures folder, then open the program. Load up the .dxs of your choice and go to town. It generates .snt files for player ships and allows modification of said files. it has a surface picker that allows you to click anywhere on the front half of the ship and it'll find the most exterior point, typically for locating beam and torpedo ports, engine ports, drone ports, etc. If the point you want is on the back half, click on the centerline of the ship and navigate with wsad. Invaluable tool, I use it for all of my ships

The mission editor tool is also very useful for mission scripting - it handles a lot of the lower level syntax stuff and has plain word declarations so something like
<create type="enemy" x="50000.0" y="0.0" z="48000.0" angle="0.0" name="EN2" raceKeys="Borg enemy" hullKeys="Cube large" fleetnumber="1" />
is created with
Create enemy at point (50000.0, 0.0, 48000.0) with bearing 0.0 degrees with name "EN2" and race/hull keys "Borg enemy" "Cube large" with fleet number 1

The bold parts are clickable and either pull up a list of commands or a box to type in information. It handles the new expressions, although it doesn't check them for validity. Extremely useful, developed some time ago by Hissatsu and maintained by RussJudge. http://px2owffng8.tal.ki/20130130/artemis-mission-editor-2347979/

There's a space map to check where things are, actions and conditions for events, comments and folders - really very useful. You can load in the mission script you've already created and it'll open it, arrange it and offer some error checking.
[Last edited Feb 05, 2013 17:54:22]
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5th_Wall_Gaming said Feb 05, 2013 17:55:16
Hrm. I'll check it out. Thanks. :)
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