Pugwash Posted July 24, 2001 Report Share Posted July 24, 2001 A careful search (keyword GBS) of the VCF will fill you in on some more details of what is possible with GBS-II for FP but there are limitations when scripting within the PTE-II. I'm not sure as to how much detail I can go into but things are subject to change not only between now and the Gold but also in post release patches only the SC himself knows the details of whats to come.. Link to comment Share on other sites More sharing options...
Real_Lucas Posted July 24, 2001 Report Share Posted July 24, 2001 /rubs hands with glee/ Link to comment Share on other sites More sharing options...
Real_Lucas Posted July 24, 2001 Report Share Posted July 24, 2001 do you mean this?; v2.3.08.01 - 07.06.01 GBS revisions : now supports optional mission zone and scene parameters for SET_REGION i.eset_region planet[,mission zone[,scene]]e.g set_region farstar,ia_mzone08now supports entities started on PTE2 terrain i.estart on_planet planet mzone x y z headinge.g. start inactive on_planet farstar ia_mzone08 151 50 0 0The X/Y/Z values are actual mzone co-ordinates as displayed in Tacops or PTEstudio (stats display)now supports abstract ship classes e.g.The following will create 10 randomly selected fighters of the same classCLASS NAVALCARRIER:NAVAL2.3D,naval { SHIP={10,FIGHTER}; } if so that generally answers my question. And I am even more excited as to the prospect. However it was not the only thing I had in mind. thanks, Lucas Link to comment Share on other sites More sharing options...
Supreme Cmdr Posted July 24, 2001 Report Share Posted July 24, 2001 In GBS-II, you can create any kind of scenario. All it takes to create an FP scenario is a single line script command. If you want to give the player a vehicle, then its another.Here is a script excerpt for one of the IA scenarios, with comments. This puts the player at one of the spawn points (/WP tag) within the FARSTAR02.3DG base object (see LBASES.INI).Since he has an ATV, he can get out in FP, using ALT+E. If you don't want him to have a vehicle, just remove or comment out that line, and he will be in FP mode, without a vehicle.code: # # SYSTEM SCRIPT - INSTANT ACTION SCENARIO # [dynamic] #include xc_dyn.scr # [ai] #include xc_ag.scr #include xc_ai.scr # .satcommand,100,100,100,100,100,100,1 start orbit xc1z^xcj1,500000,500,90,0 stop events !startup cloak on this invincible on this weapons off this autogen off !init_player set_race terran set_caste military set_career elite_force_marine set_craft atv set_region farstar,farstar02 !resolvel1 broadcast "Scenario Completed" acm_off quit endevents # [acm] RACE : TERRAN CASTE : MILITARY CAREER : ELITE FORCE MARINE CRAFT : ATV REGION : FARSTAR PLANET REGION . INTEL REPORTS THAT THE INSURGENTS NOW HAVE TWO FUNCTIONAL STARLIGHT SURFACE TO ORBIT SILOS AT A BASE ON FARSTAR. YOU HAVE BEEN INSERTED DEEP BEHIND ENEMY LINES. . YOU ARE ORDERED TO INVESTIGATE AND SCOUT THE AREA FOR HOSTILES AND SEE IF YOU CAN LOCATE THESE STARLIGHT SILOS AND DESTROY THEM. . THIS SCENARIO WILL TERMINATE AFTER 120 MINUTES, REGARDLESS OF VICTORY CONDITIONS. . :1,xc1z,setupl1,beginl1,resolvel1,level1tick,1,120,1 # As you can see from above, you could simply start the player inside a hostile base, instead of a friendly one. If you put him in a friendly one, he can easily use an IDP pad to go to an enemy base. If you wanted to create hostile marines, assuming you don't want the hostile base to create its own when it detects you and your team, you would just script them as normal.And just like ships, you can script FP marines (or any kind of character) in the same fashion. The engine doesn't care if the entity is a craft, character or cargo pod. It knows how to handle each one.e.g of a FP combat strike teamcode: [dynamic] terran military,,f1,elite_force_marinea.3d,gonzalez terran military,,f2,elite_force_marinea.3d,mongoose terran military,,f3,mobile_infantry_marinea.3d,chavez terran military,,f4,mobile_infantry_marinea.3d,spunkmier [ai] # .f1,100,100,100,100,100,100,0 start inactive on_planet farstar farstar02 151 50 0 0 stop events 1 !setupl1 activate this escort player on !startup signal chat1,5 !detect,player broadcast_action "looking in your general direction" broadcast "So, whats the plan?" !chat1 broadcast_action "looking at mongoose" broadcast "Who has the grenades?" !chat3 broadcast "uhm, WHAT?!? no grenades? Who wrote this script?!?" signal chat4,1 endevents # .f2,100,100,100,100,100,100,0 start inactive on_planet farstar farstar02 151 52 0 0 stop events 1 !setupl1 activate this escort player on !chat1 broadcast "I don't. Ask Chavez" signal chat2,1 signal chat3,2 !chat4 broadcast "Derek did. That jackass" broadcast_action "arming ZS10" endevents # .f3,100,100,100,100,100,100,0 start inactive on_planet farstar farstar02 151 53 0 0 stop events 1 !setupl1 activate this escort player on !chat2 broadcast "I don't have them" !chat3 broadcast "heh" broadcast_action "looking around" !detect player broadcast "here he comes now" broadcast_action "looking in your general direction" endevents # .f4,100,100,100,100,100,100,0 start inactive on_planet farstar farstar02 151 53 0 0 stop events 1 !setupl1 activate this escort player on !chat3 broadcast "I don't have them either. I got gum though!" !chat4 broadcast_action "rummaging pockets" broadcast "nope, don't got 'em fer sure" endevents # [event] !chat1 !chat2 !chat3 !chat4 $ So, creating a counter strike type mod for single or multiplayer, is so trivial, its kinda ridiculous, really.In the above example, you can also give them specific scripted orders, or just let their internal AI take over when they detect a target.I will be adding fleet C&C to all careers (not just commander), so that you can order troops and other fighters, even if you are playing one of the marine or pilot careers. This will give direct access to the orders for the team above (e.g. attack, strike etc).And since they are just entities, you can set waypoints+orders for them as well, as normal.Before you ask, , that broadcast_action is there so that you can add some more immersion to your script. The AI will automatically support this directly, so that when, e.g. gonzalez looks at you, the action will be broadcasted to you, without you having to script it. I will add this post-BCM release, as well as the other high-end GBS-II orders, which I have yet to document (*sigh*)So, with that team above, you can all start off in a friendly base, hop on an IDP pad, emerge in the enemy base, and flatten it. Or, you can just start right in there, amidst a hail of gun fire.Cool stuff, aye? Link to comment Share on other sites More sharing options...
Supreme Cmdr Posted July 24, 2001 Report Share Posted July 24, 2001 Wanna see something truly shocking?Stare at these. They are shots from a forest on one planet. Just think, jungle warfare, in first person! www.3000ad.com/pics/bcm/photo440.jpg www.3000ad.com/pics/bcm/photo441.jpg www.3000ad.com/pics/bcm/photo442.jpg www.3000ad.com/pics/bcm/photo443.jpg www.3000ad.com/pics/bcm/photo444.jpg www.3000ad.com/pics/bcm/photo445.jpg www.3000ad.com/pics/bcm/photo446.jpg www.3000ad.com/pics/bcm/photo447.jpg www.3000ad.com/pics/bcm/photo448.jpg[ 07-24-2001: Message edited by: Supreme Cmdr ] Link to comment Share on other sites More sharing options...
Real_Lucas Posted July 24, 2001 Report Share Posted July 24, 2001 WOW! "The engine doesn't care if the entity is a craft, character or cargo pod. It knows how to handle each one."that makes sense, as they are just objects to the engine."So, creating a counter strike type mod for single or multiplayer, is so trivial, its kinda ridiculous, really.You make it look so damned EASY!! I think I understand what you mean by 'trivial' as far as 'content light' but I had no idea that the design of bcm was so modular and (seemingly) easy to manipulate to the users own ends. Awesome!"Cool stuff, aye?I don't think I can recall any similar massive understatement. Link to comment Share on other sites More sharing options...
Epsilon 5 Posted July 24, 2001 Report Share Posted July 24, 2001 I didn't thought the GBS-2 would be THAT easy to use... damn, thanks SC, my orion training pack will be much easier to do. Link to comment Share on other sites More sharing options...
Supreme Cmdr Posted July 24, 2001 Report Share Posted July 24, 2001 Yep. The plan was to make it easier this time around, especially the importing of models.However, without actually reading and understanding the docs, you won't get anywhere. So, might as well get acquainted with GBS-1 first. Link to comment Share on other sites More sharing options...
Real_Lucas Posted July 25, 2001 Report Share Posted July 25, 2001 those pics are excellent, I especially love the night time pic. I was wondering...if you walk around in night time, will there be the option to have flashlights or nightvision goggles? or is that a little too picky? Link to comment Share on other sites More sharing options...
Supreme Cmdr Posted July 25, 2001 Report Share Posted July 25, 2001 The DIE (worn by commanders) has a night vision mode. As does the visor for the mobile and elite force marine.There are no flashlights in the game. And I don't plan on adding any. Link to comment Share on other sites More sharing options...
Real_Lucas Posted July 25, 2001 Report Share Posted July 25, 2001 starlight/night vision is just fine thank you doctor. Link to comment Share on other sites More sharing options...
Baloogan Posted July 25, 2001 Author Report Share Posted July 25, 2001 I really dont need star light or flash lights because the explosions would light everthing up any way!!! Link to comment Share on other sites More sharing options...
Guest $iLk Posted July 25, 2001 Report Share Posted July 25, 2001 Just think... A few lazy players are walking around a base on guard duty at night... meanwhile from 100 meters away on a hill in the darkness, night vision enabled special forces close in... The cloaked battlecruiser issuing specific targets to take out so that it can decloak without fear of STO missles and begin it's assault. The guards in the base see glowing pulses in the darkness and don't even have time to tap the chat command on the keyboard before they are cut down...WoW... Sheer scope... Link to comment Share on other sites More sharing options...
Epsilon 5 Posted July 25, 2001 Report Share Posted July 25, 2001 How can you see in the dark with vehicules and ships? i don't remember any nightvision thing for BCs, ICs and ATVs. Link to comment Share on other sites More sharing options...
Supreme Cmdr Posted July 25, 2001 Report Share Posted July 25, 2001 BC3K had infra-red night vision using the key I believe.I plan on adding it back in BCM at some point (I clean forgot about that actually, in the new graphics engine) Link to comment Share on other sites More sharing options...
Rico Jansen Posted July 25, 2001 Report Share Posted July 25, 2001 only interceptors did Link to comment Share on other sites More sharing options...
Outlaw Posted August 15, 2001 Report Share Posted August 15, 2001 How about a MOD for a Mobile Suit Gundam BCM? Now that would be awesome! Link to comment Share on other sites More sharing options...
Joel Schultz Posted August 15, 2001 Report Share Posted August 15, 2001 Or Robotech, so long as we're making absolutely insane MOD wishes... Link to comment Share on other sites More sharing options...
Epsilon 5 Posted August 15, 2001 Report Share Posted August 15, 2001 I've got a question for you SC:When you put ships in the game, do you have limitations?I mean, If I wanted a ship 5 kilometers in length, with 60 pta turrets, 20 main guns and 48 fighter, going at 30km/s and that the jumping time would be 5 seconds, the shields 12k and armor 50k, could I? Link to comment Share on other sites More sharing options...
Cmdr Nova Posted August 15, 2001 Report Share Posted August 15, 2001 quote:I mean, If I wanted a ship 5 kilometers in length, with 60 pta turrets, 20 main guns and 48 fighter, going at 30km/s and that the jumping time would be 5 seconds, the shields 12k and armor 50k, could I?Why stop there? Go all the way, and build a full-scale Death Star!! Looks like we won't be using Randoms anymore.... Hehe.---But seriously; if we could, then we would, right? Link to comment Share on other sites More sharing options...
Epsilon 5 Posted August 15, 2001 Report Share Posted August 15, 2001 quote:Why stop there? Go all the way, and build a full-scale Death Star!! YES! I only gave an example... quote:Looks like we won't be using Randoms anymore.... Hehe.Why not? quote:But seriously; if we could, then we would, right? I would, that's for sure. If only i can get a working 3ds max and a computer to make it work on.Another question... if we put a lot of new ships in the game, can we change the ships that are auto-generated? Link to comment Share on other sites More sharing options...
Supreme Cmdr Posted August 15, 2001 Report Share Posted August 15, 2001 quote:When you put ships in the game, do you have limitations?No quote:I mean, If I wanted a ship 5 kilometers in length, with 60 pta turrets, 20 main guns and 48 fighter, going at 30km/s and that the jumping time would be 5 seconds, the shields 12k and armor 50k, could I?Yes Link to comment Share on other sites More sharing options...
Epsilon 5 Posted August 15, 2001 Report Share Posted August 15, 2001 OOOOOHHHHH YYYYYEAAHH! Great, that's cool. Better get on with my battleships with 300 twin turrets Link to comment Share on other sites More sharing options...
Supreme Cmdr Posted August 16, 2001 Report Share Posted August 16, 2001 ...fer someone who doesn't even have a rig to run BCM, how do you plan on running the game with any craft of those specs? Do you have ANY idea how much processing is required for 60 PTA turrets? Link to comment Share on other sites More sharing options...
Epsilon 5 Posted August 16, 2001 Report Share Posted August 16, 2001 quote:Originally posted by Supreme Cmdr: ...fer someone who doesn't even have a rig to run BCM, how do you plan on running the game with any craft of those specs? Do you have ANY idea how much processing is required for 60 PTA turrets?Not a single one Link to comment Share on other sites More sharing options...
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