Joaquin Posted March 25, 2007 Report Share Posted March 25, 2007 Hello all, I've been getting back to scripting but can't seem to get my script to show up in campaign mode. I installed the latest GBSIII from the downloads page (created August 06, 2005). I am running UC 2.00.30. I named the script using the CMDR_CXXXX naming convention and placed all the appropriate files in the SCRIPTS file of GBSIII. I also created a SCRIPTS file in the UC run directory. I have a feeling I am probably missing something basic but after searching this topic area and reading the manual I haven't found an answer. I'd appreciate some feedback to get me back on track. Thanks Joaquin Link to comment Share on other sites More sharing options...
Vixef Posted March 25, 2007 Report Share Posted March 25, 2007 quote:Originally posted by Joaquin: Hello all, I've been getting back to scripting but can't seem to get my script to show up in campaign mode. I installed the latest GBSIII from the downloads page (created August 06, 2005). I am running UC 2.00.30. I named the script using the CMDR_CXXXX naming convention and placed all the appropriate files in the SCRIPTS file of GBSIII. I also created a SCRIPTS file in the UC run directory. I have a feeling I am probably missing something basic but after searching this topic area and reading the manual I haven't found an answer. I'd appreciate some feedback to get me back on track. Thanks Joaquin Hi. I don't have UC but I have UCAWA, and if they both have the same folder-structure the following should be correct (if my memory still holds): I assume you have prepared the files. If you have, copy them (your .dat,.des and .mis files)into your UC/data-folder. Make sure you dont'call the files the same as original scenarios. Unzip scenarios.zip to check out which are taken/used. I suggest you make a backup of the original data-folder Link to comment Share on other sites More sharing options...
Joaquin Posted March 26, 2007 Author Report Share Posted March 26, 2007 Thanks Vixef, I don't remember seeing that in the GBSIII instructions. It still references loading the files into a SCRIPTS folder. Now I can get on with reacquainting myself with this system. Link to comment Share on other sites More sharing options...
Joaquin Posted March 30, 2007 Author Report Share Posted March 30, 2007 Hi again, I am continuing to get acquainted with scripting UC. AI accuracy appears to be higher in UC than BCM. At the moment, however, I can't seem to get a space force marine actor to manuever in space. Tried Dock, Dockwith, and Navigate to BC. Got it to indicate BC as target but it would not move towards BC with Dockwith. No movement whatsoever. It does react to enemy aircraft by raising weapon. I could use a hint. Thanks, Joaquin Link to comment Share on other sites More sharing options...
Vixef Posted March 30, 2007 Report Share Posted March 30, 2007 Not sure about this, but I don't think a SFM can dock with anything. Link to comment Share on other sites More sharing options...
Joaquin Posted March 31, 2007 Author Report Share Posted March 31, 2007 Thanks Vixef, The script I am modifying worked well in BCM. I'll take another look at the manual but I didn't see any special mention about scripting SFM's in space so I would assume they have the same characteristics as the other space based actors. To test I am running a bare bones ACM with just the SFM and the Navigate doesn't work. Here is the script. # [dynamic] galaxian diplomat,,ghq,probe.3d,satcom [ai] .ghq,100,100,100,100,100,100,1 start orbit blk05z^flx-11,5000,10,110,0 stop events !startup cloak on this invincible on this autogen ON !init_player #set_region lennenz set_region polaris1z endevents # [acm] RACE : TERRAN CASTE : MILITARY CAREER : COMMANDER CRAFT : MEGARON HEAVY CARRIER . CAMPAIGN DESCRIPTION GOES HERE . :101,pravisz,setup_m1,begin_m1,resolve_m1,tick_m1,1,1440,1 # [dynamic] terran military,5,marine_1stlt,MARINE_SFORCE.3D,FstLt_Smith [ai] .marine_1stlt,100,100,100,100,100,100,0 start inactive near centron 100 polaris1z^flx-07 stop events 101 !begin_m1 activate this navigate this bc endevents # $ Thanks, Joaquin Link to comment Share on other sites More sharing options...
Vixef Posted April 2, 2007 Report Share Posted April 2, 2007 Sorry, can't help you. Cool idea though Link to comment Share on other sites More sharing options...
Supreme Cmdr Posted April 3, 2007 Report Share Posted April 3, 2007 quote:Originally posted by Joaquin: To test I am running a bare bones ACM with just the SFM and the Navigate doesn't work. You can't be using the same BCM script because Navigate did not exist in BCM. Apart from that, Navigate is for ships, not characters. Link to comment Share on other sites More sharing options...
Joaquin Posted April 3, 2007 Author Report Share Posted April 3, 2007 Hi Derek, This is the script I am trying to use for UC which is why I was trying navigate. Joaquin Link to comment Share on other sites More sharing options...
Supreme Cmdr Posted April 3, 2007 Report Share Posted April 3, 2007 Yeah, and? Wasn't my post clear? Link to comment Share on other sites More sharing options...
Vixef Posted April 3, 2007 Report Share Posted April 3, 2007 I don't know if this will work but you could try something in the lines of: IF PLAYER 50 HERE THEN DOCKWITH BC vanish ENDIF Look at the version control file of UC to see what I'm thinking Link to comment Share on other sites More sharing options...
Joaquin Posted April 4, 2007 Author Report Share Posted April 4, 2007 Thanks for verifying Navigate wasn't a valid command for a character Derek, Your answer on navigate command was clear however, my response was an attempt to correct your assumption that I had used a BCM script as an example. Thanks Vixef, I reviewed the VCF for UC and I see what you mean. When I finally get the SFMarine to move I'll try it. Link to comment Share on other sites More sharing options...
Joaquin Posted April 6, 2007 Author Report Share Posted April 6, 2007 Vixef, I can't find any way to get the SF_Marine to move other than relocate. I also don't see a SF Marine Instant Action Scenario. I don't think it is possible to get SF Marines to do anything but float in space. Joaquin Link to comment Share on other sites More sharing options...
Supreme Cmdr Posted April 6, 2007 Report Share Posted April 6, 2007 If you've actually seen SFMs from the F10 cam view, you will see that they do in fact move. They move slowly due to the jetpack speed and the vast distancs in space. Link to comment Share on other sites More sharing options...
Joaquin Posted April 7, 2007 Author Report Share Posted April 7, 2007 I must have a bad install or something. I gave the SFM a jump bc instead of navigate using the script above. Then manuvered the CC until it was within 0.0 distance. I jumped out of the CC flew to the SFM and it doesn't move. The character will track the CC when I move the CC but it won't budge toward it. Link to comment Share on other sites More sharing options...
Joaquin Posted April 8, 2007 Author Report Share Posted April 8, 2007 Reinstalled and patched UC up to 2.00.30. Reran the script above using jump BC and I got a 0.00 speed when I selected the SFM and hit f10. AI functions for the ship actors on the previous and this install are working well. I got jumped by a Garid when I neglected to turn autogen off and had to defend or be destroyed. The only thing I can think of is that I am running a minimal system a Biostar 6100 board with 756MB. The specifications are in my profile. However, as I wrote above all other ai actors including the scripted ones on the original script I was modifying seem to function nicely. Tried the DOCKWITH suggestion rewritten so it would work and the SFM converted from intercept to RTB but did not vanish. Vixef . :101,pravisz,setup_m1,begin_m1,resolve_m1,tick_m1,1,1440,1 # [dynamic] terran military,5,marine_1stlt,MARINE_SFORCE.3D,FstLt_Smith [ai] .marine_1stlt,100,100,100,100,100,100,0 start inactive near centron 100 polaris1z^flx-07 stop events 101 !begin_m1 activate this # escort bc # relocate this near bc fleetcmd on # rtb bc jump bc !tick_m1 IF HERE BC 500 THEN DOCKWITH BC vanish ENDIF endevents # $ Vixef could you try the above listed script and report back with your results. Link to comment Share on other sites More sharing options...
Vixef Posted April 8, 2007 Report Share Posted April 8, 2007 Hi. Just did a quick test, and it seemed to work if I didn't move my ship at all. But it didn't work if I moved my ship before the relocation. Also, the marine did target me, but didn't move. To make things a bit simpler, you could use the destroy command. I don't know what the mode-swich does. An example of the destroy-command is shown in the original GBS-documentation. Here's a quick script to use, but I suggest you experiment with different modes. *snip* !tick_m1 IF here BC 500 THEN HALT on this BROADCAST "RANGE 500" SIGNAL docking ENDIF # !DOCKING DESTROY THIS,1,0 BROADCAST "DOCKED" endevents # $ After you have destroyed your actor, you can create a guest. The end-result is that you have simulated the marine docking with your BC (if that is what you wish). Link to comment Share on other sites More sharing options...
Joaquin Posted April 9, 2007 Author Report Share Posted April 9, 2007 Vixef, That should work. I think you can also use deactivate if you want to reactivate later. This will do for now. Creating the transition from space bound SFM to guest allows for a wider range of possibilities for as story. Thanks, Joaquin Link to comment Share on other sites More sharing options...
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