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Scripting û Some Basics


Gallion
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I have been asked several questions regarding GBS/GBS-II via PM and decided to share what little I know about said subject.

GBS/GBS-II scripting is relatively simple ÔÇô that is once one gets the hang of it. One does not need a background in programming to create a GBS/GBS-II script successfully. I use a very simple process when creating a GBS/GBS-II script.

1. Know the game! DonÔÇÖt try and script something that cannot be done within the context of the game. IOW become a BC expert. Refer to the BCM Appendix. A plethora of data was included with GBS/GBS-II scripting in mind

2. Become familiar with GBS/GBS-II. Perusal of the BC3K GBS docs is not a complete waste of time. Script structure and logic flow is the same between GBS and GBS-II. For now, look at the old BC3K ACM scripts to see how scripts are structured. The SC will release GBS-II when he finalizes the documentation.

3. Create an outline. Think of the script as a story, the outline does not need to go into a lot of detail, just generalized entries to keep you on track as you create your story. Make note of any actor(s) or significant event(s) that may reoccur in subsequent missions; i.e. Actor XYZ appears in TOD1-1/5 and then again in TOD1-3/5 and TOD2-4/5.

Why is this important? I found it easier to remember those floating FLAGs (aka variables) that were set early on and that could possibly be used in later scenarios/missions. Refer to the BCM map.

4. KISS ÔÇô Keep It Simple S*** (use imagination or replace *** with your own favorite verbiage

I have found that by keeping the script simple, not a lot of bells and whistles, that my scripts run better. There is a greater chance for script errors the more bells and whistles that a script has. I am not trying to imply that one should not use the bells and whistles, just saying that one must be careful when using them. If the bells and whistles work, then use them. If they do not, then consider simplifying the script.

You do not have to script everything, only those events/actions that will move your story forward in a logical (or illogical if you so desire) manner.

BCM will induce random factors by enabling ÔÇô autogen ON ÔÇô auto-generation of random NPC encounters. This inserts just enough quantum particle flux into a script that the same script will not replay the exact same way twice and inserts enough variation that may preclude a player from successfully completing a mission.

Example:

[*] Mission is to recover a cargo pod in the Saturn region but an auto-generated Terran Trader gets to the cargo pod before the player does.

[*] Mission is to escort a Diplomat from Earth to Majoris but an auto-generated Assassin destroys the Diplomat that the player was to escort.

Just because a script successfully prepares does not necessarily mean that the script is correct. prepare will only catch script syntax errors, not faulty scripts.

5. Keep mission times reasonable. Allow enough time for the player to reach the mission start location and to complete the mission. I use between five (5) and six (6) minutes for each jump that a player must make to reach a destination. Three (3) minutes for HJ completion and three (3) minutes for HJ recharge. Since I do not know what CC asset type the player is going to use, nor do I restrict CC asset types in my campaign scripts, I use 30 minutes for the amount of time before the next mission starts. This allows some amount of time for the player to make any necessary repairs to their CC and/or do any other activity that they may whish to do. If the player does not want to wait the 30 minutes, they can always request the next ACM mission in the CVD.

6. The Monty Hall syndrome Those familiar with DnD and the MH DM know were I am coming from regarding this. A player must earn the EPs and goodies awarded during the course of a mission/campaign, not given. There is a fine line between reasonable and excessive EPs and goodies.

7. Sadistic Campaigns Try to stay away from making the mission/campaign unplayable. Remember that players should enjoy playing your campaign and at the same time challenged by it. Keep in mind that the campaign, as any story, will have high and low periods of action/activity. You have complete control of what happens or what does not happen in your script; player CC systems can either be damaged or destroyed; intruders inserted into a players CC causing havoc and mayhem; mission objectives change within a mission; etc. I had to tone down the first 30 minutes of my script several times before it got to where it is today.

8. Request assistance when stuck. The challenge for me was to figure out the script problems myself before seeking assistance. The key is to know when one has exhausted available resources before seeking assistance.

***WARNING***DO NOT make any frivolous requests for assistance with your script. You have been warned

There is no right or wrong way to make a script aside from following the GBS/GBS-II script syntax. Have fun and try some experimenting when GBS-II is available. I plan to incorporate FP elements to the Commander Career in my next script or revise my current one to include them. Then there is that suggestion from Fendi that looks promising

TTFN

[ 01-13-2002: Message edited by: Gallion ]

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