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Baloogan

BCM GBS

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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..

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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.e

set_region planet[,mission zone[,scene]]

e.g set_region farstar,ia_mzone08

now supports entities started on PTE2 terrain i.e

start on_planet planet mzone x y z heading

e.g. start inactive on_planet farstar ia_mzone08 151 50 0 0

The 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 class

CLASS 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

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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 team

code:


[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?

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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.

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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.

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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?

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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.

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Guest $iLk

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...

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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)

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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?

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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?

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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?

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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

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...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?

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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

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