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Would very much like: Scriptable destruction of ships

posted Feb 05, 2013 09:57:04 by JSpaced
Hi everyone, and especially Thom for the great game that's currently eating up so much of my brain power.
I've seen my own wants all over the forum posted by other people, but unless this is actually fulfilled somewhere in the system then I'd like to ask for:
Easily scriptable deaths of ship. I know we have the destroy object, but I'd like to destroy object spectacularly, like the self-destruct mode you built into the player ship.
"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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9 replies
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JoeGreene said Feb 11, 2013 05:33:28
I have not looked at scripting.. but could a core overheat be scripted causing a breach and thus Boom! Sorry, Newb here just getting hooked.. building a portabridge setup in a hurry.
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Mike_Substelny said Feb 11, 2013 21:48:48
The team that made "Party Crashers" came up with a pretty spectacular destruction for the "Hive." When it is destroyed it spawns dozens of little generic objects that fly off in different directions. Of course that might not be working now, since I haven't been able to get proper scaling of generics to work reliably in Artemis 1.701.
"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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DwayneShaffer said Feb 12, 2013 02:13:37
You might be able to use this to get the job done.

http://www.artemis.eochu.com/?page_id=28#/20120620/scripting-a-nuke-blast-1703657/
Dwayne Shaffer C.O.
Vidar GSR 3701
C.D.F. 7th Fleet
http://vidar-gsr-3701.webs.com/
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JSpaced said Feb 12, 2013 12:03:33
Yep, I use a spawned mine as a "warp core breach" in mission 2 for a wrecked freighter. However, there's currently no way to nuke the player or enemy ship WHEREVER it is in the map.

"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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DwayneShaffer said Feb 12, 2013 14:15:42
You can do this using the GM console.

<event id_arme="98aa5ca1-3018-4ff0-9d0d-fa0130769c43" parent_id_arme="7bfc82b5-2479-4873-bb84-2b921dc53412">
<if_gm_key keyText="M" />
<create count="10" type="mines" use_gm_position="" radius="1" />
</event>

On the GM console right click over the object to go boom and press key to spawn your mines.
Dwayne Shaffer C.O.
Vidar GSR 3701
C.D.F. 7th Fleet
http://vidar-gsr-3701.webs.com/
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Mike_Substelny said Feb 12, 2013 17:36:43
Dwayne, that suggests an idea! If the Mission Script language could move the GM position even when no GM console is in use, then any object could be spawned or deleted anywhere. I hope Thom reads this.
"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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DwayneShaffer said Feb 12, 2013 23:42:37
I currently have to use the GM console for the jump drive in my Mod. because the built one in does not work. It is a good work around for the jump drive. Basically the comms officer contacts the GM who in in charge of the system station via radio (raidcall, teamspeak) with were the ship wants to jump.

<event id_arme="fbb214d4-f0ae-462a-96b1-8eb3d1236469" parent_id_arme="a0e136b5-dadf-458f-86e7-df4bbfaa8973">
<if_gm_key keyText="E" />
<if_exists name="Aegis" />
<if_variable name="JUMP_OUT_HC2" comparator="NOT" value="1.0" />
<play_sound_now filename="jumpWarmup.wav" />
<set_variable name="JUMP_OUT_HC2" value="1.0" />
<set_variable name="JUMP_IN_HC2" value="0.0" />
<set_timer name="JUMP_HC2" seconds="8" />
</event>

<event id_arme="ece2fe87-6ee9-40d6-9bfd-05f288cbe210" parent_id_arme="a0e136b5-dadf-458f-86e7-df4bbfaa8973">
<if_timer_finished name="JUMP_HC2" />
<if_variable name="JUMP_IN_HC2" comparator="NOT" value="1.0" />
<play_sound_now filename="FTLSpindown.wav" />
<set_to_gm_position use_gm_selection="" distance="0" angle="0.0" />
<addto_object_property value="-25.0" property="energy" name="Aegis" />
<set_timer name="FTL_Recharge_HC2" seconds="350" />
<set_variable name="JUMP_IN_HC2" value="1.0" />
</event>

<event id_arme="3445fcf4-bf1a-4800-acb5-ce1ad4e4fc3d" parent_id_arme="a0e136b5-dadf-458f-86e7-df4bbfaa8973">
<if_timer_finished name="FTL_Recharge_HC2" />
<set_variable name="JUMP_OUT_HC2" value="0.0" />
</event>
Dwayne Shaffer C.O.
Vidar GSR 3701
C.D.F. 7th Fleet
http://vidar-gsr-3701.webs.com/
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Mike_Substelny said Feb 13, 2013 15:47:17
There is a named object that you can drop on top of a ship to destroy it: a Black Hole. Put the players inside one or two Black Holes and the destruction should be suitably spectacular.
"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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DwayneShaffer said Feb 14, 2013 01:23:39
Was Thinking the same thing Mike LOL.
Dwayne Shaffer C.O.
Vidar GSR 3701
C.D.F. 7th Fleet
http://vidar-gsr-3701.webs.com/
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