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Star Wolves 3D space RPG with deep strategy and tactical elements

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  #1  
Old 04-18-2010, 12:28 PM
Nanaki Nanaki is offline
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Quote:
You probably tried "died" and "f_died" triggers so what about despawning them simple by trigger when they are near the gate (while before escorted object jump). just an idea.
My current thinking is taking it along the lines of, when the mothership jumps, it will return a 'True' condition to the triggers of the escorts, causing them to jump as well.

I have not written the script yet, though. I spent most of yesterday doing additional experiments with specials.script.

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What you really want them to do when the escorted ship is destroyed?
If the mothership dies, the escort Fighters will stick around until after the battle is finished (no more enemies on the scanner), than jump out.
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Old 04-18-2010, 12:58 PM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by Nanaki View Post
If the mothership dies, the escort Fighters will stick around until after the battle is finished (no more enemies on the scanner), than jump out.
Yes, that's tricky. SetAllDied function needs all flights to be called by name but you don't know which flight the escort will meet. Now the only idea is time trigger like about 5 mins after escorted ship died all remaining escort goes out. It should be more than enough to end the battle. Not really a solution but still better than instant despawn or infinite hanging in space.
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  #3  
Old 04-18-2010, 06:08 PM
Nanaki Nanaki is offline
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Infinite hanging in space is probably not all that bad, it already occurs with trader fleets/Convoy fleets that lose their mothership, usually the remaining escorts are destroyed by other random contacts.
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  #4  
Old 04-19-2010, 04:42 AM
gabriel_braun gabriel_braun is offline
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True, and unless you can't manage to kill escorts within 5 mins then it means that you're running away!

Either way, once the host ship is killed either the escorts win or they have to rabbit... 5 mins is more than enough to see if a conflict is going your way, however I wonder at a random variable being introduced that might call for convoy-specific faction re-enforcements.... somewhat like ternie's call for precursors but occurs on a random 1-10 chance of the convoy host despawning/destroyed?
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  #5  
Old 04-19-2010, 10:12 PM
gabriel_braun gabriel_braun is offline
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Any further progress nanaki?
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  #6  
Old 04-19-2010, 10:23 PM
Nanaki Nanaki is offline
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I tried actually implimenting the script, and it ended up being a total failure. I cannot figure out why even a basic flight spawn script fails to spawn anything whatsoever. Logs are telling me nothing, so I have no clue why its not working.

At this point, I am very close to just giving up on the whole thing.

local escort1 = NewNavyFlight(groupName, "escort1_"..__formation_number, currentContact[3][portalStartIndex]:GetEntryPoint(10), 1, 6, currentContact[3][portalStartIndex]:GetOrientation());
local mainship;
mainship = getglobal("flight_randomformation_"..__formation_n umber);
local _pilot = mainship:GetPilotByNumber(1);
local _ship = _pilot:GetShip();
escort1:Escort(_ship);

This was directly inserted into the trigger generator function.

This is the most simplified script that generates no errors. This is -supposed- to spawn a Old Empire flight with every random contact, and escort the flight it spawns with. However, when I actually go in-game, nothing happens.

Last edited by Nanaki; 04-19-2010 at 10:26 PM.
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  #7  
Old 04-19-2010, 10:47 PM
Goblin Wizard Goblin Wizard is offline
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It's really hard to say anything. Looks like some tables are involved too. IMO If it works in SW2 you should start modifying there until you understand every part of the script.
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