Gallion Posted October 7, 2000 Report Share Posted October 7, 2000 Game Builder System (GBS) available for download on the BC Download page is a somewhat simple yet difficult endeavour to master. Through out the course of my current project, to script an ACM from the Insurgent point of view, I have made several simple errors that caused script erors when I ran prepare and other in game snafus (events either not firing or misfiring). So I thought that I would pass on what I have learned and how I fixed them.Stay tuned kids , scripting with GBS is not as daunting or as intimidating as I first believed.TTFN[This message has been edited by Gallion (edited 10-07-2000).] Link to comment Share on other sites More sharing options...
Gallion Posted October 7, 2000 Author Report Share Posted October 7, 2000 Step 1: Read all the GBS documentation that comes with the zip file.Step 2: Print the following files: glob_ag.scr - Optional glob_ai.scr - Optional glob_dyn.scr - Optional glob_rg.scr - Optional glob_ai.scr - Optional navdata.scr - Optional objclass.scr - Optional objects.scr - Optional static.scr - Optional acm1tod1.scr - Good for Reference acm1tod2.scr - Good for Reference acm1tod3.scr - Good for Reference acm1tod4.scr - Good for Reference navlink.txt - Optional regions.txt - Optional tradeitm.txt - Good for Reference bc3k0000.scr (FF Scenerio) - Good for Reference bc3k0100.scr (ACM Scenario) - Good for Reference bc3k0200.scr (FF Scenario - Insurgent) - Good for Reference bc3k0300.scr (FF Scenario - Trader) - Good for Reference bc3k0400.scr (FF Scenario - Raider) - Good for Reference bc3k9900.scr (Xtreme Carnage script) - Good for Reference xc_ag.scr - Good for Reference but Optional xc_rg.scr - Good for Reference but OptionalStep 3: Repeat Step 1 Step 4: Develope an outline for the campaign the you wish to script. It does not need to be detailed or exact, just a rough draft of what/how you expect the campaign to unfold. Know the region where the mission takes place. Refer to the NavChart data. Think about how long the mission should last, time before Start, End, and Next Mission.Step 5: Repeat Step 1 Step 6: Download and print the GBS Design Docs if you haven't done so already.Step 7: Repeat Step 1 Read the GBS Design Docs Look at the various acm*.scr docs as you peruse the GBS and GBS design docs. You should start to see/understand how the ACM scripts work.Step 8: Try your hand at scripting. I suggest that the first be something simple; create a cargo pod with some stores (radine,plutonium, iridium, etc.) in a nearby region after starting a new game and launching from Galcom HQ. Repeat Step 7 Fix any event errors in your script Play test your scriptIn my next post I will point out some of the simple but fatal errors I made in my first couple of go-arounds with GBS TTFN[This message has been edited by Gallion (edited 10-08-2000).] Link to comment Share on other sites More sharing options...
Guest aramike01 Posted October 8, 2000 Report Share Posted October 8, 2000 You forgot step three - get yourself a toupee to cover the hair you'll pull out when things don't go your way. A few months back (when I had more time on my hands) I gave it a shot. I'm going to keep the faith in the SC to keep it interesting if you all don't mind. Link to comment Share on other sites More sharing options...
SpacePhish Posted October 8, 2000 Report Share Posted October 8, 2000 If you want I could post some of my findings on editing...(puting new stations, linking to regions WITHOUT planets, edit game objects params etc) Link to comment Share on other sites More sharing options...
Gallion Posted October 8, 2000 Author Report Share Posted October 8, 2000 aramike01:GBS scripting is not as intimidating as you may think or feel. Remember back to your shadowy days of youth and yesteryear. Recall the puzzle(s) ye were required to solve with limited number of pieces available. Backward planning helps. If you were able to develope an IA with sketchy and most times inaccurate material, then you will not have a problem scripting with GBS once you get a feel for the syntax.SpacePhish:Sounds good, welcome the input. This is a community effort. Though I was gonna try and use the KISS method at first. Once a scriptor masters the fine art of building an ACM, then they could graduate to changing some of the global aspects of BC3K and GBS, though I do not condone this. If something works, as in current BC3K world, then there is no need to fix it IMO.Objects parameters are easy to adjust. Wait until my project is complete, station capture will not be easy.Anyway, as promised, here are some of major scripting errors that I have produced so far in my project: Error number One (of many) # # TOD1 2/5 # [acm] deleted for brevity # :102,earthz,setup_tod1m2,begin_tod1m2,resolve_tod1m2,tod1m2tick,5,45,1# [dynamic] terran diplomat,,f1,lrt10.3dc,TER-DIPLOMAT [ai] .f1,100,100,100,100,100,100,0 start 120000 near earthz^jmp-12 2000 jmp-10 jump majorisz^wrm-23 stop events 101 ... endevents did not match with event in the [ai] EVENTS/ENDEVENTS block. This caused all events for TER-DIPLOMAT to activate in acm mission TOD1 1/5 (first) instead of acm mission TOD1 2/5 second) The fix: change events 101 to events 102 Error number Two # :102,earthz,setup_tod1m2,begin_tod1m2,resolve_tod1m2,tod1m2tick,5,45,1 # [dynamic] terran diplomat,,f1,lrt10.3dc,TER-DIPLOMAT [ai] .f1,100,100,100,100,100,100,0 start 120000 near earthz^jmp-12 2000 jmp-10 stop events 102 !begin_tod1m1 ...activate this endeventsMajor scripting error in the ACM syntax block. This caused TER-DIPLOMAT actor to enter scene one (TOD1 1/5) instead of scene two (TOD2 2/5). The fix: !begin_tod1m2 ...activate thisNow the TER-DIPLOMAT actor will activate at its proper time ... almost that is, one more error Error number Three (Last one for today I promise)# :102,earthz,setup_tod1m2,begin_tod1m2,resolve_tod1m2,tod1m2tick,5,45,1 # [dynamic] terran diplomat,,f1,lrt10.3dc,TER-DIPLOMAT [ai] .f1,100,100,100,100,100,100,0 start 120000 near earthz^jmp-12 2000 jmp-10 jump majorisz^wrm-23 stop events 102 !startup say TO,"INTEL REPORT, Terran Diplomat has launched" ...other events not included for brevity... !begin_tod1m2 activate this endeventsWhat is suppose happen here is that TER-DIPLOMAT will START 120000 milliseconds (2 minutes gametime time) after the beginning of TOD1 2/5 in the Earth region with a vector on line between jmp-12 and jmp-10, 2000 units (meters?) distance from jmp-10 (Earth/Pluto Jump Point) and will navigate a course from Earth to Majoris (remember ACM TOD1 M1/5?).Well this didn't happen. What I have here is an EVENTS 102 conflict. The fix: [dynamic] terran diplomat,,f1,lrt10.3dc,TER-DIPLOMAT [ai] .f1,100,100,100,100,100,100,0 start 120000 near earthz^jmp-12 2000 jmp-10 stop events 102 !begin_tod1m2 activate this jump majorisz^wrm-23 say TO,"INTEL REPORT, Terran Diplomat has launched" endeventsNow TER-DIPLOMAT actor will make its stage entrance at its proper cue, the beginning of TOD1 2/5.When I ran PREPARE I received the following error message:file BC3K0500.SCR line 54 file IACMTOD1.SCR line 244 ERROR: missing ENDEVENTS activate this --------------^ Currently active block is [ai]The fix was easy ONCE I found it. GBS syntax is very exact and unforgiving. Have one to many spaces or something not quite right and your script will not successfully parse. What had happened in the above error message was that I copy/paste an entry to new mission I was working on.events 102 !begin_tod1m2 activate this ...jump majorisz^wrm-23 say TO,"INTEL REPORT, Terran Diplomat has launched" endeventsInstead of spaces to indent SYSTEM EVENT ACTION JUMP, I had inadvertently used periods (...). Only way I found this error was to print the Script file and count the lines until I discovered the error of me ways (pun intended).The fix - replace the periods with blank spaces.events 102 !begin_tod1m2 activate this jump majorisz^wrm-23 say TO,"INTEL REPORT, Terran Diplomat has launched" endeventsSimple right? Once I found the cause of the error yes. Took me 1/2 hour to find it.TOD1 is complete and I am working on TOD2 now. It is taking me more time write the ACM description(s) than actual mission script (using some ACM mission that work already).More when I have it TTFN[This message has been edited by Gallion (edited 10-08-2000).] Link to comment Share on other sites More sharing options...
Gallion Posted October 10, 2000 Author Report Share Posted October 10, 2000 TOD2 is now complete. Had a heck of a time running prepare though. Have to remember to keep that attention to detail going.Here is the MYACM.BAT I made to prepare my scripts: cls prepare bc3k0500.scr prepare PHRASES bc3k0500.scr cls echo FINISHED!Replace 0500 with what ever numeration you are using for your script. So what is todays tip?It is a good idea to copy/paste any error codes that pop-up when one runs prepare. and then document (copy/paste or write down) what you did to fix the error.Example:file BC3K0500.SCR line 54 file IACMTOD1.SCR line 244 ERROR: missing ENDEVENTS activate this --------------^ Currently active block is [ai]FIX: add ENDEVENTS--------------------------------That was one of my early ones. Here is one that took me a while to fix:--------------------------------file BC3K0500.SCR line 54 file IACMTOD1.SCR line 978 ERROR: Id CMDR_MARK could not be found in any region IF FLAG1 cmdr_mark THEN ------------------^ Currently active block is [ai]FIX: !destroyed cmdr_mark IF FLAG1 cmdr_mark THEN say CMO,"Incomming Message from Spectre HQ!" broadcast "Excellent Commander! Mark Stryker Captured! broadcast "The Raven will be most pleased!" broadcast "+2500 Experience Points" ep_add, 2500 ENDIFresulted in this error:file BC3K0500.SCR line 54 file IACMTOD1.SCR line 977 ERROR: Id CMDR_MARK could not be found in any region !destroyed cmdr_mark --------------------^ Currently active block is [ai]FIX:added [event] !destroyed cmdr_markresulted in this error: file BC3K0500.SCR line 54 file IACMTOD1.SCR line 1031 ERROR: user event DESTROYED keyword clash !destroyed cmdr_mark ----------^ Currently active block is [event]FIXdeleted above entry in [event] block.ghq events 105 !cmdrmark_gone IF FLAG1 cmdr_mark THEN say CMO,"Incomming Message from Spectre HQ!" broadcast "Excellent Commander! Mark Stryker Captured! broadcast "The Raven will be most pleased!" broadcast "+2500 Experience Points" ep_add, 2500 ENDIF [event] !cmdrmark_goneresulted in this error:file BC3K0500.SCR line 54 file IACMTOD1.SCR line 979 ERROR: Id CMDR_MARK could not be found in any region IF FLAG1 cmdr_mark THEN ------------------^ Currently active block is [ai]FIX:added to: .cmdr_mark ... events 105 !cmdr_mark_destroyed destroyed this create_guest 104,"Mark Stryker",11,CO,"Mark Stryker is on board commander!" say CMO,"Incomming Message from Spectre HQ!" signal cmdr_mark_mine ... endevents [event] !cmdr_mark_mineresulted in this eror file BC3K0500.SCR line 54 file IACMTOD1.SCR line 966 ERROR: Event CMDR_MARK_DESTROYED not defined !cmdr_mark_destroyed --------------------^ Currently active block is [ai]FIX: # --NEW !destroyed this create_guest 104,"Mark Stryker",11,CO,"Mark Stryker is on board commander!" say CMO,"Incomming Message from Spectre HQ!" signal cmdr_mark_mineWorked-------I was trying to use the IF FLAG1 cmdr_mark THEN to trigger another event. Went round and round but managed to get event to work without using the FLAG1 ON variable. Never been good at floating variables for some reason. Even back in the highspeed days when PEEK/POKE was the best thing since sliced bread Been studying the ACMTOD1-4 scripts and am starting to get the feel for the FLAG1 ON now. Not quite a warm fuzzy but is starting to sink in some. Not crying fer help either, but will of needed.All in all project is coming along well. I am not following the advice that the SC made in the GBS docs though, which I will probably pay for latter. I am not playtesting each mission script after I prepare and prepare parse it. I guess that I feel lucky.Starting on TOD 3 on the 'morrow. Got to get it done real quick-like TTFN[This message has been edited by Gallion (edited 10-09-2000).] Link to comment Share on other sites More sharing options...
SpacePhish Posted October 10, 2000 Report Share Posted October 10, 2000 Hey thanks for tha tip! I'm been playing around with scripting, trying to make a simple mission. Link to comment Share on other sites More sharing options...
Supreme Cmdr Posted October 10, 2000 Report Share Posted October 10, 2000 quote: Been studying the ACMTOD1-4 scripts and am starting to get the feel for the FLAG1 ON now. Not quite a warm fuzzy but is starting to sink in some. Not crying fer help either, but will of needed. Think of them as variables which can be used for testing a condition later.e.g.code: events 202 !tod2m2tick IF FLAG1 ff1 RETURN IF ff1 TOWED THEN broadcast "ECV-STARBALL under tow. Returning to Starpath" dock starpath FLAG1 ON ff1 ENDIF endevents If the above snippet from TOD2 3/5, I use FLAG1 ON on the ff1 object when it docks at Starpath. This tells me that it did in fact, dock there. So, within the !tod2m2tick event timer if FLAG1 is ON (which it will be if ff1 did dock at Starpath) I immediately exit the condition without processing anything after that tick. Thats what the RETURN condition does. BUT, if FLAG1 is *not* ON, this means that ff1 has *not* yet been towed to and docked at Starpath, so it moves to the second line to check to see if it is in fact being towed, though it has not yet been towed to Starpath (and docked). And if it sees that it is in fact being towed, then it plays the message which appears on the third line of the condition check.So, this snippet says: if I'm being towed, it means I have not yet been towed to Starpath, therefore I am not yet docked. So, I will send a message saying that I am being towed to Starpath if I am, in fact, under tow. And if I was successfully towed to Starpath, which means I am docked, set the FLAG1 ON condition so that we don't waste time processing anything beyond the initial !tod2m2tick event because this will just waste CPU cycles since there won't be any further processing from me, now that I am docked. Link to comment Share on other sites More sharing options...
Gallion Posted October 10, 2000 Author Report Share Posted October 10, 2000 CLICK! The light bulb is on - Thanks SC Feeling better about the FLAG1 now and the !todXmYtick makes better sense too. Two birds for the price of one Next Tip (I just a knows that ye'll all are dying to read this ) - Problem: In my TOD1 M1/5 I had an actor that was scripted to enter the stage in TOD1 M2/5 but kept appear before its cue - the cue in my mind that is. Here a snippet from the script::102,earthz,setup_tod1m2,begin_tod1m2,resolve_tod1m2,tod1m2tick,5,45,15 # [dynamic] terran diplomat,,f1,lrt10.3dc,TER-DIPLOMAT [ai] .f1,100,100,100,100,100,100,0 start 120000 near earthz^jmp-12 2000 jmp-10 stop events 102 ... !begin_tod1m2 activate this jump majorisz^wrm-23 say TO,"INTEL REPORT, Terran Diplomat has launched" endeventsstart 120000 ... basically means that 120000 milliseconds (2 minutes) after the start of the game (after launching from Galcom HQ) TER-DIPLOMAT appears in Earth region. I thought that I had fixed this by placing the activate this in the !begin_tod1m2 AI events block. NOT! The fix:[ai] .f1,100,100,100,100,100,100,0 start inactive near earthz^jmp-12 2000 jmp-10 stop events 102 ... !begin_tod1m2 activate this jump majorisz^wrm-23 say TO,"INTEL REPORT, Terran Diplomat has launched" endeventsTER-DIPLOMAT now appears on cue at the beginning of my TOD1 M2/5.Second Tip fer the day - playtest your scripts before bragging about scripting prowness. That way ye (as in me) don't have to eat crow.BTW - Rattler and aramike01, I like me crow sautee'd gently, not shaken or stirred, in a extra virgin Olive Oil with a dash or two of lemon pepper and smothered with mushrooms Check ye inboxs - new zip in distro TTFN[This message has been edited by Gallion (edited 10-10-2000).] Link to comment Share on other sites More sharing options...
Gallion Posted October 22, 2000 Author Report Share Posted October 22, 2000 Major reality check and Ego buster. I was under the false inpression that if a script parsed then all would be good to go - not!.Play tested the mission scripts and encountered several problems.1. Diplomats that launch from Majoris tend to play bumper-car for the first couple of minutes of mission. The fix is easy - have them "launching" in one minute intervals now.2. Ran into a ep-add loop that adds 1400 EPs every tod1m4tick. Lasts until next ACM mission begins. The fix - change the ep_add from event block !destroyed f8 and !destroyed f7 to !resolve_tod1m4 in the .ghq events 104 block.Needless to say this was somewhat disheartening to me for a short time. Here I thought I knew what what I was doing too. Copy/Paste original ACM scripts that SC made fer BC3K, make a couple of minor changes to customize the mission scripts some, parse and walla - new scripts that work.Well kids, it is not as easy as that. Though I have encountered a minor setback, I am not daunted from completing this project. My error was getting a big ego and not following my tenants or the steps SC outlined in the GBS doc - RTFM and playtest each script after parse-ing it. Once each script plays as intended, copy into a campaign script. Too simple.My hat be off to ye SC, BCM scripting must be a bugger - though I still wanna try my hand at it one day in the future.TTFN and more news when I have any [This message has been edited by Gallion (edited 10-22-2000).] Link to comment Share on other sites More sharing options...
Gallion Posted October 27, 2000 Author Report Share Posted October 27, 2000 Playtest complete of my first two TODs. Script rewrite of first two mission complete along with playtest. Even after rewrites, I found several annomalies, all easy to rectify. Just want to reiterate the need to playtest after each script parse. Working on next two mission scripts this eve.TTFN Link to comment Share on other sites More sharing options...
Gallion Posted November 5, 2000 Author Report Share Posted November 5, 2000 HELP!!!!!!!! SCGetting the following error when parse script: quote:C:GamesBC3000ADGBS>prepare bc3k0500.scr DOS/4GW Protected Mode Run-time Version 1.97 Copyright © Rational Systems, Inc. 1990-1994 PREPARE 2.09: Region total: 333 (108 in space) Mission: BC3K0500.SCRfile BC3K0500.SCR line 59 file TEST5.SCR line 14 ERROR: Extraneous [acm] block switch [acm] ^ Currently active block is [acm]TEST5.SCR SCRIPT: quote:# ------------- # # INSURGENT ADVANCED CAMPAIGN MODE # # INSURGENT TOD2 5/5 # ARTIFACTS: NONE # # Adapted from original ADVANCED CAMPAIGN MODE TOD2 M2/5 # scripted by Derek Smart # Creator and developer of Battlecruiser 3000 A.D. # # TOD2 5/5 # [acm] CAMPAIGN MODE: TOD2 M5/5 THEATRE OF OPS: ARIMA/TAU CETI MISSION CLASS: CAPTURE SUCCESS: CAPTURE ECV-STARBALL AND TOW TO SCID-HQ . An EarthCOM ship, ECV-Starball, has developed reactor and is about to pass through Arima. The Starball is completely defenseless. . An EarthCOM ship has been dispatched to render assistance and tow the ECV-Starball to GALCOM-HQ. We cannot allow this to happen Commadander! . Proceed to the region and capture that ship. Destroy any GALCOM ship that arrives, then tow the ECV-Starball to SCID-HQ. . END TRANSMISSION . :205,arimaz,setup_tod2m5,begin_tod2m5,resolve_tod2m5,tod2m5tick,15,60,15 # [dynamic] terran earthcom,,ff1,strwar.3dc,ECV-Starball terran earthcom,,ff2,aestrom.3dc,ECV-Vagrant [ai] .ff1,100,100,100,100,100,100,0 start inactive near xylanz^jmp-26 2000 wrm-22 jump arimaz^wrm-21 stop events 205 !begin_tod2m5 activate this !arrived arimaz broadcast "MayDay, MayDay" halt ON this emit_sos on this signal tulon_off !detect bc say CMO "ECV-Starball is in distress!" broadcast "GALCOM HQ Insurgents detected! Unable to defend! HELP!" !under_attack this broadcast "This ECV-Starball, We are under attack" !detect ff2 broadcast "ECV-Vagrant is here!" IF ff1 towed THEN halt OFF say TO,"ECV-Starball under tow, course laid in for SCID-HQ" ENDIF endevents # .ff2,100,100,100,100,100,100,0 start inactive near plutoz^wrm-01 500 jmp-18 jump arimaz^wrm-21 stop events 205 !tod2m5tick IF FLAG1 ff1 RETURN IF ff1 TOWED THEN broadcast "ECV-Starball captured by Insurgent forces!" dock starpath FLAG1 ON ff1 ENDIF !begin_tod2m5 activate this broadcast "ECV-Vagrant responding to ECV-Starball distress call" !destroyed this FLAG1 ON ff2 !arrived arimaz IF FLAG1 ff1 RETURN IF HERE ff1 THEN LAUNCH shuttle1,1,TOW,ff1,deliver,galcomhq,rtb broadcast "ECV-VAGRANT launched shuttle to tow ECV-STARBALL to GALCOM HQ" PATROL arimaz ENDIF !detect bc ATTACK bc signal hunter2051,10 !resolve_tod2m5 fleetrtb dock starpath endevents # .tulon EVENTS 205 !tulon_off LAUNCHES OFF this WEAPONS OFF this IGNORE ON this SAY TO,"Tulon Station Off-Line" signal tulon_on,23 !tulon_on LAUNCHES ON this WEAPONS ON this IGNORE OFF this SAY TO,"Tulon Station back On-Line" # .ghq events 205 !begin_tod2m5 IFNOT BC IN arimaz broadcast "Proceed to Arima immediately!" !resolve_tod2m5 IF FLAG1 ff2 THEN broadcast "ECV-Vagrant Destroyed! +1500 EXPERIENCE POINTS" ep_add,1500 FLAG1 OFF ff2 IF FLAG1 ff1 THEN broadcast "Mission Success - ECV-Starball captured" broadcast "+250 EXPERIENCE POINTS" ep_add,250 broadcast "Tour of Duty #2 Completed: +1 STAR of MERIT Medal" add_medal 1,1 broadcast "+5000 EXPERIENCE POINTS" ep_add,5000 # acm_next acm_off,insurgent ELSE broadcast "Mission failure - ECV-STARBALL was not captured" broadcast "-250 EXPERIENCE POINTS" ep_dec,250 broadcast "You are now a Target!" acm_off,raider ENDIF !destroyed ff1 broadcast "Mission failure - ECV-STARBALL destroyed" broadcast "-250 EXPERIENCE POINTS" broadcast "You are now a Target!" ep_dec,250 acm_off,raider endevents # [event] # -- TOD2 M5/5 !tulon_off !tulon_on $TEST4.SCR Script: quote:# ------------- # # INSURGENT ADVANCED CAMPAIGN MODE # # INSURGENT TOD2 4/5 # # ARTIFACTS: NONE # # TOD2 4/5 # [acm] CAMPAIGN MODE: TOD2 M4/5 THEATRE OF OPS: CENTRIS/ALPHA CENTAURI MISSION CLASS: STATION CAPTURE SUCCESS: CAPTURE EARTHCOM STATION SCIDHQ . The time has come for us to strike EarthCOM facilities and increase our presence coser to Sol. . Your orders are to Capture the SCID HQ EarthCOM Station located in in Centris. Unfortunately we cannot spare any forces to assist you in this mission Commander! . Succeed and further the Insurgent cause, fail and you will become a target! . Rules of Engagement: NONE! WEAPONS ARE FREE Commander, with NO RESTRICTIONS. . Good Luck Commander! . Insurgent One OUT! . END TRANSMISSION . # :204,centrisz,setup_tod2m4,begin_tod2m4,resolve_tod2m4,tod2m4tick,15,50,15 # .ghq events 204 !begin_tod2m4 broadcast "Patrol Zone is Centris after you've Captured SCIDHQ Commander! patrolz bc,centrisz !resolve_tod2m4 IF bc IN centrisz THEN broadcast "Patrol Zone Secured, +500 EXPERIENCE POINTS" ep_add,500 patrolz bc ENDIF IF scidhq TAKEOVER terran insurgent THEN broadcast "Mission success: SCID-HQ captured" broadcast "+2500 EXPERIENCE POINTS +1 PLANETARY SHIELD MEDAL" add_medal 4,1 ep_add,2500 patrolz bc acm_next ELSE broadcast "Mission failure: SCID-HQ was not captured!" broadcast "-55000 EXPERIENCE POINTS" ep_dec,55000 acm_next ENDIF endevents # # [event] # -- TOD2 M4/5 //none $Only way I coyuld get the script to parse was to delete the [acm] block for tod2-5/5 quote:# TOD2 5/5 # # [acm] CAMPAIGN MODE: TOD2 M5/5 THEATRE OF OPS: ARIMA/TAU CETI MISSION CLASS: CAPTURE SUCCESS: CAPTURE ECV-STARBALL AND TOW TO SCID-HQI knows that ye be real busy but I have been banging my head against the wall fer the past two days now. WTF am I doing wrong? Any insight would be much appreciated TTFN------------------ Fleet Commander Gallion (Pro Tem) GCV Graf Spee, Starbase Cerberus Fleet Leader - Wraith Fleet (Pro Tem) Wing Leader - Wraith Fleet/Corsair Wing "Run Silent, Run Deep" Corsair Cove Official Tester, Battlecruiser Series[This message has been edited by Gallion (edited 11-04-2000).] Link to comment Share on other sites More sharing options...
Gallion Posted November 5, 2000 Author Report Share Posted November 5, 2000 Fixed the snafu I didn't have any events in TOD2-4/5 aside from .ghq. I added some actors and all worky-worky just fine now.Guess I had to bang head against the wall fer a little while longer is all TTFN------------------ Fleet Commander Gallion (Pro Tem) GCV Graf Spee, Starbase Cerberus Fleet Leader - Wraith Fleet (Pro Tem) Wing Leader - Wraith Fleet/Corsair Wing "Run Silent, Run Deep" Corsair Cove Official Tester, Battlecruiser Series Link to comment Share on other sites More sharing options...
Gallion Posted November 5, 2000 Author Report Share Posted November 5, 2000 Working on third Insurgent based ACM TOD. Have it pretty much roughed out now. Should have it done by next weekend What gets me is the flexibility and simpleness of GBS. Flexibility because as a scriptor, I can do almost anything. Simpleness because it is the simple items that can cause mega head-banging days/nights and the big duh when they are discovered More news when fit to print TTFN------------------ Fleet Commander Gallion (Pro Tem) GCV Graf Spee, Starbase Cerberus Fleet Leader - Wraith Fleet (Pro Tem) Wing Leader - Wraith Fleet/Corsair Wing "Run Silent, Run Deep" Corsair Cove Official Tester, Battlecruiser Series Link to comment Share on other sites More sharing options...
Supreme Cmdr Posted November 6, 2000 Report Share Posted November 6, 2000 Glad you got it working. I didn't check this thread yesterday, so I didn't see your intergalactic plea for help! Anyway, I have a BCM compatible version of GBS-I which I will release next week when the Beta ships. So, you can simply build your scripts and use them in BCM. Things to note though. .3DC files are no longer used for models. So where you have .3DC, change to .3DThe ship names are different due to the use of longfilenames. So, where you have, say strlance.3d, you would have starlance.3dAll the models are in the .MODELS folder so you can use the BCStudio tool to view them as well as match the name to a ship/station etc.You can device scripts for any career because each career uses its own files now. So, if you choose an EF Pilot career, any Commander career missions that are present, will not be displayed in Miscon.Any career you choose, lets you start from a launch base that is of your race/caste affiliation. So, you no longer have to script scenarios (eg Insurgent) who have to fight their way out of Earth because the default launch station is GHQ. Whatever script you have, remember that it will work fine, but depending on the career chosen, the player may miss some events if his launch base it too far (a player choses Terran/Military and launches from GHQ, when in fact the scenario mainly focuses in Omega Centauri) or if he chooses the wrong career (a player chooses an Elite Force Pilot career and stands no chance of even making it to Omega Centauri in a fighter). So, you should, in the .NFO file (a new file which describes the scenario to the player) tell the player what career and launch base the scenario was designed for. [This message has been edited by Supreme Cmdr (edited 11-05-2000).] Link to comment Share on other sites More sharing options...
Gallion Posted November 6, 2000 Author Report Share Posted November 6, 2000 quote:...Anyway, I have a BCM compatible version of GBS-I which I will release next week when the Beta ships. ...Yes you da man SC. Will reserve further comment on GBS-I until I familiarize meself with it. Gots to get this project complete soon.TTFN------------------ Fleet Commander Gallion (Pro Tem) GCV Graf Spee, Starbase Cerberus Fleet Leader - Wraith Fleet (Pro Tem) Wing Leader - Wraith Fleet/Corsair Wing "Run Silent, Run Deep" Corsair Cove Official Tester, Battlecruiser Series Link to comment Share on other sites More sharing options...
Lynx Pherrett Posted November 9, 2000 Report Share Posted November 9, 2000 Hey Gallion,I've found that using!destroyed ship,player ep_add 1500 broadcast "GOOD SHOW"will not work in the .ghq !resolve_todxmx event. It parses fine, but apparently because the ship was actually destroyed long before the resolve events runs, neither the message or EP award happens.To catch the DeD when it happens, then do the award in the resolve, the !destroyed ship,player needs to be in the ship's [ai] block. Use it to set a flag that then gets tested in the .ghq resolve event like this: -------------- [dynamic] terran insurgent,,ins1,aestrom.3dc,UNKNOWN_AESTROM [ai] .ins1,100,100,100,100,100,100,1 start inactive near moonrz^jmp-01a 500 genesis stop events 301 ... !destroyed this,player FLAG1 on this ... endevents....ghq events 301 ... !resolve_tod3m1 IF FLAG1 ins1 THEN ep_add 1500 broadcast "GOOD, YOU NAILED THE AESTROM!" ... endevents -----------------What I'm experimenting with is something like this in a target ship's [ai] block!destroyed this FLAG1 ON this !destroyed this,bc FLAG2 ON this !destroyed this,player FLAG3 ON thisAnd then in the .ghq resolve, awarding EPs based on who destroyed the target (an NPC, the bc in AI mode, or the player)IF FLAG1 this ep_add 500 broadcast "SUCESS, THE TARGET WAS DESTROYED" ENDIF IF FLAG2 this ep_add 1000 broadcast "GOOD, YOUR BATTLECRUISER DESTROYED THE TARGET." ENDIF IF FLAG 3 this ep_add 2000 broadcast "GREAT, YOU KILLED THE TARGET. WHO NEEDS AI?" ENDIF------------------ Cmdr Pherrett GCV STRATOS, GALCOMHQ (EARTH) S16 Wing Leader - Prime Fleet, Alpha Wing Official Tester, Battlecruiser Series Link to comment Share on other sites More sharing options...
Gallion Posted November 10, 2000 Author Report Share Posted November 10, 2000 Yep, I discovered the same thing. Changed most if not all !destroyed this,player ep_add from .ghq [ai] to the actor's block.events !destroyed this ep_add,133 FLAG1 ON help3021 endeventsThen when the mission resolves I do this:!resolve_tod3m2 IF FLAG1 help3021 THEN IF FLAG1 help3022 THEN IF FLAG1 help3023 THEN IF FLAG1 help3024 THEN IF FLAG1 help3025 THEN broadcast "Mighty Mouse failed To Save The Day Commander!" broadcast "+2500 EXPERIENCE POINTS" ep_add,2500 FLAG1 OFF help3021 FLAG1 OFF help3022 FLAG1 OFF help3023 FLAG1 OFF help3024 FLAG1 OFF help3025 ENDIF ENDIF ENDIF ENDIF ENDIF I got tired of wondering if I (as a player) got the kill or not. What you are doing Lynx will work. I just keeping my scripts simple. When I tried to get creative, things tended to get really fubar'd and snafu'd.TTFN [This message has been edited by Gallion (edited 11-09-2000).] Link to comment Share on other sites More sharing options...
Gallion Posted November 12, 2000 Author Report Share Posted November 12, 2000 Good news, so-to-speak that is TOD4 complete, just have to peruse the final script copies and catch any other irregularites. Once that is complete then I will consolidate my 5 test script files into one. For TOD5 I am going to pull an SC and just make a whopper of a mission with a real long mission time. When I was playing original ACM I was bummed at how the ACM ended. Now that I have created my own nightmare, I can sorta feel what the SC may have went through when he was scripting the ACM.Without any major snafus or fubars showing their ungly head, this poject should be complete real soon.TTFN ------------------ Fleet Commander Gallion (Pro Tem) GCV Graf Spee, Starbase Cerberus Fleet Leader - Wraith Fleet (Pro Tem) Wing Leader - Wraith Fleet/Corsair Wing "Run Silent, Run Deep" Corsair Cove Official Tester, Battlecruiser Series[This message has been edited by Gallion (edited 11-11-2000).] Link to comment Share on other sites More sharing options...
Gallion Posted November 12, 2000 Author Report Share Posted November 12, 2000 Project complete I must say that this was not as dificult as I first thought it would be. GBS scripting is realitively simple once one gets the knack of it. Not that this makes me an expert or anything like that. I just barely scratched the surface of what scripting potential GBS has to offer.Food for thought folks. BCM cometh sooneth and I for one will not stand by waiting for mission scripts (SP or MP) to come down the pipe.Anyway, this has been one heck of an edjumication into how BC3K can work. I look forward to attempting some BCM scripting TTFN------------------ Fleet Commander Gallion (Pro Tem) GCV Graf Spee, Starbase Cerberus Fleet Leader - Wraith Fleet (Pro Tem) Wing Leader - Wraith Fleet/Corsair Wing "Run Silent, Run Deep" Corsair Cove Official Tester, Battlecruiser Series[This message has been edited by Gallion (edited 11-12-2000).] Link to comment Share on other sites More sharing options...
Guest Seeker_of_Mindkeep Posted March 25, 2001 Report Share Posted March 25, 2001 I am very pleased to see this GBS section ! I've been looking for something like this to help me get my feet wet. Really wanted This ! But hey, a forum is more interactive. . . . Link to comment Share on other sites More sharing options...
Gallion Posted March 25, 2001 Author Report Share Posted March 25, 2001 Work on my own version of that very same book. Keep scripting - you never know what may turn up in the future.Post your queries and/or success in this Forum or any script difficulties/questions ye have of run into. Or drop me an e-mail.Welcome to my Nightmare and the sadistically wonderful realm of GBS scripting.TTFN------------------ Rear Admiral Gallion ICV-Graf Spee, Spectre (Antis) Executive Officer, Spectre Fleet"You can only love or hate something you truly understand." Official Tester, Battlecruiser Series Leader, Team 1 Link to comment Share on other sites More sharing options...
Pugwash Posted March 28, 2001 Report Share Posted March 28, 2001 More fresh meat! we may get a big selections of script to playI was a bit ambitious with my first script it had a small syntax error that made the game crash randomly, it took about 8 weeks and many many rewrites all with the same extra comma before I spotted my mistake, even now when I look at the script I think of beter ways of doing it.If you havent done it yet follow Gallion's advice and print out all those files I have nearly 3 full A4 binders of print outs and notes and still end up opening up the original docs to check things out.CYA Link to comment Share on other sites More sharing options...
Guest Shingen Posted March 28, 2001 Report Share Posted March 28, 2001 I've been writing my own 'invasion' script for the last few weeks... it's about 10 missions long, at present and will be (when completed) about 55 missions covering 7 TOD's. I was a little over ambitious also.. and made some of the missions EXTREMELY challanging, with super-carriers, and super-cruisers out the wazzoo! anywayz.. there's not really any offical place to post user-created GBS scripts so if anyone wants to try the TOD, let me know.I've tried and played all of the existing missions, and aside for a slow frame-rate in certain areas of the missions, everything works as written.I really have a blast writing GBS scripts.. I didn't have any problems figuring out the syntax and the command-paramaters are very logical! THUMBS UP(I also have a Free-Flight where you play as a terran-assassin, but since there is no 'ADD_GALCRED' param, there was really no way to writing assassin-missions for profit ) ------------------ Commander Shingen UCV Deathstrike Assassin "Death is inevitable, it's life that's uncertain"[This message has been edited by Shingen (edited 03-27-2001).] Link to comment Share on other sites More sharing options...
Pugwash Posted March 28, 2001 Report Share Posted March 28, 2001 I found that you could script amazing amounts of hostiles at a player ie 4 super carriers launching 4 waves of 4 fighters each and a space station launching multiple carriers, cruisers, and, fighters on top of that the ai launches assets from the any hostile that is launch capable my BC had a TA and titanium V it took me nearly 2 hours to mop up all the hostiles if I hadn't of packed the shuttles with spares before the on slaught the ship would of fallen apart I use an old PII 350 for GBS and BC3K and am supprised at how little slow down I've hadthe syntax error I had was an extra comma in the [ai] blocks id command, because every time I used the command the comma was there I didn't see the error and it drove me mad trying to find it.I wanted to keep to very long missions with sub sections that had tight time restraints so as to prevent commanders using the docking "cheat" for repairs and R&R. the trouble is that whenever you make a fix to the script you have to start again, at least with multi missions/tods you can phrase each one and playtest it on it own. Just up load your script to a web account and post the link in this GBS forum like Gallion and I have. You dont even have to make a web page although I did a plain text one.You could always pay in trade goods ie if the mission is a sucess then create a cargo pod with some goodies in for the bc to collect.CYA ------------------ Commander Pugwash IVC The Black Pig, Sygan Starstation (Sygan) Balor Fleet External Beta Tester Battlecruiser Millennium ICQ 111523790 Link to comment Share on other sites More sharing options...
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