rhett Posted September 3, 2001 Report Share Posted September 3, 2001 IS it possible to create a functional dipomatic state that has fluxes, either scripted or random. this might sound confusing, and if it does, I wil try to clarify. Link to comment Share on other sites More sharing options...
Gallion Posted September 3, 2001 Report Share Posted September 3, 2001 Clarify your Query.TTFN Link to comment Share on other sites More sharing options...
rhett Posted September 4, 2001 Author Report Share Posted September 4, 2001 Example: I am playing as a commander for Side A. Side A is at peace with Side B. I decide I want some action, so I go with a few Battlecruisers and attack an outpost belonging to Side B. I understand that I will be attacked on site if I ever come back to Side B's territory, but is it possible to make Side B declare "war" on Side A and have them start launching atacks? Thanks. Hope this helps clarify. Link to comment Share on other sites More sharing options...
Epsilon 5 Posted September 4, 2001 Report Share Posted September 4, 2001 You mean to create a principle of automated large scale action-reaction?That would be cool. Link to comment Share on other sites More sharing options...
rhett Posted September 4, 2001 Author Report Share Posted September 4, 2001 quote:Originally posted by Epsilon 5: You mean to create a principle of automated large scale action-reaction?That would be cool. Thank you! You said it perfectly. That is exactly what I meant. Link to comment Share on other sites More sharing options...
Guest rtoolooze Posted September 4, 2001 Report Share Posted September 4, 2001 I agree, that would be cool! Link to comment Share on other sites More sharing options...
Pugwash Posted September 4, 2001 Report Share Posted September 4, 2001 So what your looking for is code: mod_alliance terran,syrion,0 mod_alliance syrion,terran,0If you look at tod1m5 script you will see the above code which will set relationship between the Terran and Syrion to hostile.In the script mentioned this happens on the destruction of a Syrion craft by the player (Terran) but you can change these relationships at anytime and for any reason you want. It would be simple enough to add something like code: .Cygni events 101 !begin_tod1m1 !detect BC mod_alliance terran,falkerie,0 mod_alliance falkerie,terran,0 Now once the BC (player) enters LV103 and is detected by Cygni spacestation hostilities will breakout between them, you could use !detect race / caste so that if any specified race or caste entered the region hostilities would ensue but this may be fired at any time by the AG NPC. Link to comment Share on other sites More sharing options...
rhett Posted September 5, 2001 Author Report Share Posted September 5, 2001 Cool! Thanks. Will this be (generally) the same for GBSII? Sorry for the newbie question. Link to comment Share on other sites More sharing options...
Pugwash Posted September 5, 2001 Report Share Posted September 5, 2001 Abetter way of doing it may be to use !Arrived region to check for the player and then fire the mod_alliance as this only check for the arrival rather than waiting for the object to detect the player.GBS-2 has some extra commands (and hopefully soon the requested add_credit or something similar) especially for first person see the VCF for some of the changes.If you can script using GBS-1 you can script with GBS-2 so get practicing.The biggest change I find is dealing with is the relative speed differences between craft, you have to calculate and allow just the right amount of time and suggest a recommended starting craft.If you tried starting the ported BC3k ACM with a Supercarrier you can't keep up with the craft your escorting and on many of the missions run out of time. Link to comment Share on other sites More sharing options...
rhett Posted September 6, 2001 Author Report Share Posted September 6, 2001 Unfortunately I am on a crappy 56K modem and don't have time to DL Bc3K. So I will just have to wait for BCM to ship and all the tutorials to come out of the woodworks. Another dumb question, can you create new races? Thanks. Link to comment Share on other sites More sharing options...
Pugwash Posted September 6, 2001 Report Share Posted September 6, 2001 You don't need to have BC3K installed to use GBS, its a stand alone product, Ok you wont be able to play any scripts you make but you can learn how it works and get acquainted with scriptingJust download the GBS.ZIP 6.1M file from the downloads section, start reading and scripting. Link to comment Share on other sites More sharing options...
rhett Posted September 6, 2001 Author Report Share Posted September 6, 2001 Thank you so much. I will check it out tonight. Can you create new races, though? Link to comment Share on other sites More sharing options...
Gallion Posted September 7, 2001 Report Share Posted September 7, 2001 quote:So I will just have to wait for BCM to ship and all the tutorials to come out of the woodworks.Tutorials? GBS Tutorials? Surely ye jest lad. There be only one way to learn GBS - baptism by fire quote:Can you create new races, though?No!TTFN Link to comment Share on other sites More sharing options...
rhett Posted September 7, 2001 Author Report Share Posted September 7, 2001 lol. No doubt there will be fire. Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now