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Rastix 04-02-2010 04:42 PM

the internal code doesn't have such possibilities for now

Nanaki 04-02-2010 07:08 PM

I just completed implimentation of the Military convoys. They can only be found in secure sectors (although a few iffy sectors have Patrol/Pirate convoys), and have approximately a 20% chance to spawn. Patrol convoys may spawn in some MSF-dominated systems, but with only a 10% chance. Pirate convoys may spawn in some Triada-dominated systems, but also with only a 10% chance. Convoys are mostly the same, having very heavy escorts.

In addition, I also made most stations in the universe indestructable. This is to solve issues with stations accumlating damage because of ship AIs (Random spawns, usually, although a few systems like Kruger even the normal spawns have this issue) colliding with them and causing them to slowly accumulate damage (as there is no way to repair stations, and stations themselves do not have self-repair) as they are collided with again and again.

Although I may replace the indestructable code with code that instead sets the HP of all alive stations in a sector to 100% every time you enter a system. This would solve the issue as well, and still allow you to blow up stations, but considering blowing up most stations produces no tangible award, it is kinda pointless (and I am not that good at lua, the more complex the code the more likely I will screw it up).

Cargo Containers are still destructable though, but they are largely exempt from the original issue since AI ships never get close to them.

Goblin Wizard 04-02-2010 07:31 PM

Quote:

that is, to find a way adding radio comm sound file to docking procedure
say, if ok, u will hear a vioce "please go to docking bay 7"
if not, then u might hear "docking request denied", or what ever it suits the situation.
Quote:

Originally Posted by Rastix (Post 152935)
the internal code doesn't have such possibilities for now

You can easily add sound nearly anywhere you want. You need only this line
Quote:

PlaySound3D("wav filename", position, volume[0..1]);

Nanaki 04-02-2010 07:35 PM

Is nobody interested in random contacts? :(

Goblin Wizard 04-02-2010 07:44 PM

What these convoys do except bringing more life to the space. They give missions or something?

Nanaki 04-02-2010 07:55 PM

You can kill them for fighters and weapons.

tsavo 04-03-2010 12:28 AM

Quote:

Originally Posted by Goblin Wizard (Post 152962)
You can easily add sound nearly anywhere you want. You need only this line

PlaySound3D("wav filename", position, volume[0..1]);

wow!!!
in which file?
and what does position mean? is it only triggered by position?

Rastix 04-03-2010 07:13 AM

Quote:

Originally Posted by Goblin Wizard (Post 152962)
You can easily add sound nearly anywhere you want. You need only this line

It's not the same thing ;)

Goblin Wizard 04-03-2010 01:00 PM

Quote:

Originally Posted by Rastix (Post 153025)
It's not the same thing ;)

the same as what?

Quote:

Originally Posted by tsavo (Post 153004)
wow!!!
in which file?
and what does position mean? is it only triggered by position?

you place "wav" file in the ..\Data\SOUND folder.
position is the source of the sound e.g.:
Quote:

PlaySound3D("horn3_2.wav", mothership:GetPosition(), 1);
will make horning mothership at max volume :grin:. You have to place it in the right function or create own trigger to activate it.

if you want to add this to trade station dialog you can search dockstation.script for function: "__TradeStationDock_Ok". This function is executed when you click "V" when asked for docking. Function should look like this:

Quote:

function __TradeStationDock_Ok()
local MothershipPilot = mothership:GetPilot();
local MothershipFlight = MothershipPilot:GetFlight();
MothershipFlight:Stop();
PlaySound3D("horn3_2.wav", mothership:GetPosition(), 1);
UpdateTradeSystem(FALSE);
TradeStationDlg(_param);
end;
As example I've added horn3_2.wav that exists in the sound folder

for "X" there is function:
Quote:

function __TradeStationDock_Cancel()
end;
between these two lines you can add another sound.

Goblin Wizard 04-03-2010 04:06 PM

Quote:

Originally Posted by Rastix (Post 152800)
New header "FILETYPE MODDING" will help you ;)

"FILETYPE STANDART" wouldn't work properly with "active dialogs" tasks

I don't know why but FILETYPE MODDING doesn't work at all for me. It gives "unknown file type MODDING" in the log.


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