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

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  #1  
Old 06-09-2010, 01:06 PM
Trucidation
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Quote:
Originally Posted by Rastix View Post
it's minor update
some mission bugfixed
modding option unlocked (filetype modding)
Hello Rastix, do you have any other information on version 1.12?

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Originally Posted by Goblin Wizard View Post
You can easily add sound nearly anywhere you want. You need only this line:
Code:
PlaySound3D("wav filename", position, volume[0..1]);
Was just revisiting some older posts when this reminded me of a side project, adding "locking on target" beeps to missile launches (I played too much Wing Commander when I was young, lol). Not priority though, I haven't found appropriate sound yet. Space is still too quiet.

Edit:
Just realised entries in Rockets.xml have <work_sound> tags. This is a bit odd, as the explosion sound is in the explosion script (need to read through the whole chain of files, it's in the last one iirc) -- so I'm not sure what the work_sound tag is for. Then I saw that Carcasses.xml also uses work_sound tags for some ships' engine sounds. So I'm guessing those tags missiles use is for when the missiles are in flight.

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Guys, do you know the difference between text that activates the conversation screen (press "L") and text that just appears on top of the screen? It's not easy to explain, I'll show pictures. Screenshot #1 shows conversation screen dialog - I believe the game is paused at this time. Screenshot #2 shows "chatter" - it stays on top of the screen for a few seconds before disappearing, it doesn't take any input from the player, and it doesn't make the conversation screen pop down.

I was wondering whether it's possible to attach triggers to a flight so that, when you come within range, some "chatter" text will display. (Not worrying about sound yet, just trying to see if making chatter appear is possible.)

If making chatter text is possible then I volunteer to find enough text to put in. Heck, if we can find out the relationship / disposition of that flight's faction to the player we can vary the kind of chatter as well (friend greetings, neutral greetings, tell to get lost, etc).
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Last edited by Trucidation; 06-10-2010 at 04:29 AM.
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  #2  
Old 06-09-2010, 01:53 PM
Goblin Wizard Goblin Wizard is offline
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Quote:
Originally Posted by Trucidation View Post
Guys, do you know the difference between text that activates the conversation screen (press "L") and text that just appears on top of the screen?
For example function StartDialog("Dialog_file_name") activates conversation.
function pilot:Message("#string_name") just displays text window with pilot face on the left.

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Originally Posted by Trucidation View Post
I was wondering whether it's possible to attach triggers to a flight so that, when you come within range, some "chatter" text will display. (Not worrying about sound yet, just trying to see if making chatter appear is possible.)

If making chatter text is possible then I volunteer to find enough text to put in. Heck, if we can find out the relationship / disposition of that flight's faction to the player we can vary the kind of chatter as well (friend greetings, neutral greetings, tell to get lost, etc).
All you said is possible. The problem is that trigger reacts only on certain object. Trigger function checks object by id/name. You have to know the object id to set the trigger. You can't make trigger like "if an object in the area is frindly - say this, if hostile say that."
To get it works, you need to redone all flights creation scripts. Every newly created flight (id) has to be added to the dynamic table. Instead of one object the trigger will check the whole table. It's a lot of work. You will have to change every loacation script and all quests.
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Old 06-09-2010, 02:09 PM
Trucidation
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Oh, only wanted them to "chatter" to player, not to each other -- that would be nice but too much work. Hmm, ID... for the player that would be the mothership right? That's how quests seem to trigger - if you fly to the target area with a fighter nothing happens.

Little things like traders greeting you, pirates telling you to stay out of their way, mercenaries bragging how much they made in the last job, the MSF warning you not to idle around busy flight lanes. If cannot detect relationship (friendly/neutral/etc) is ok, simply stick to using neutral greetings.
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Old 06-09-2010, 07:04 PM
Goblin Wizard Goblin Wizard is offline
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Originally Posted by Trucidation View Post
Little things like traders greeting you, pirates telling you to stay out of their way, mercenaries bragging how much they made in the last job, the MSF warning you not to idle around busy flight lanes. If cannot detect relationship (friendly/neutral/etc) is ok, simply stick to using neutral greetings.
You can detect relationship by GetTeamRelation() function.
If you only want other ships say something to you (mothership) it's easy. You attach trigger to certain flight which activates when near mothership.
My explanation was about situation when you want to attach trigger to mothership which activates when near other ship. This is much harder.
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  #5  
Old 06-09-2010, 07:29 PM
Nanaki Nanaki is offline
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You can detect relationship by GetTeamRelation() function.
If you only want other ships say something to you (mothership) it's easy. You attach trigger to certain flight which activates when near mothership.
In fact this is already in-game and used with the Trader random contacts.
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Old 06-09-2010, 09:42 PM
Trucidation
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Originally Posted by Nanaki View Post
In fact this is already in-game and used with the Trader random contacts.
Yes, exactly. I just want other ships to say something when the mothership comes within range. Can this text be chosen randomly from a list? I haven't really looked at this part of scripts.
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  #7  
Old 06-09-2010, 09:44 PM
Rastix Rastix is offline
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Originally Posted by Trucidation View Post
Hello Rastix, do you have any other information on version 1.12?
It's delay due some minor additional tweaks
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