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Joaquin

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Everything posted by Joaquin

  1. So no one wants to see what it would of been like to see some space marines in Version 2.0? Not interested in rescuing virtually defenseless marines from the wrath of a Syrion? Hmmm.... where have all the oldies gone...? Ah well..
  2. Hi folks, I just finished putting together a single mission BC3000AD ver 2.0 script. I think it's ready for a test run. If anyone is interested let me know here and I'll e-mail it to you. Thanks, Joaquin
  3. Hi folks, How's GBS II doing? Is it ready for prime time yet? Thanks
  4. quote: v1.0.08 RC15 - 07.17.02 Added IA00024, an EFM based Ter/Ins script FIXED: Units using the !reach event to detect a navigate waypoint identifier were unable to trigger this event reliably. This invalides all prior saved games. Scripted objects that are placed using on_planet have an implicit halt order (displayed as HOLD). If a scripted unit is ordered to NAVIGATE to a fixed position, the orders are now set to "NAVIGATE" which is equivalent to FLY TO. Since "FLY TO" is inappropriate for vehicles that can't fly, the displayed text has been changed from to "FLYTO" to "NAVIGATE". Note that when the unit is navigating, the orders will be either SAD, PURSUE or COLLIDE, depending on circumstances and the nature of the target object. Nice to see that GBS II is coming along.
  5. OK, how about this let's all promise not to ask Derek any questions for one or two months. I'm sure it's a work in progress and there will be some problems. Just explore it for a couple of months then drop a laundry list of questions. We can all pitch in to give our experiences and solutions in the mean time. That'll give Derek another action item that he can work towards in a couple of months. (just kidding Derek )
  6. OK I'll ask, Derek are you still going to release those skeleton docs with the next patch?
  7. For all you software programmers out there, especially those approaching 35 here is an interesting insight into your future. http://heather.cs.ucdavis.edu/itaa.real.html#faq37
  8. Thanks for the reply. I'll stick to the forum. Joaquin
  9. I was looking through the GBS I documentation and I noticed that there were marines garrisoned on the spacestations. I was wondering if anyone had ever seen or engaged the Marines that are garrisoned in the spacestations in any of their games? What was the result? Thanks
  10. While your passing out goodies, I'd like a crack at GBS II, too!
  11. "And so it was that there was peace in the land once again. And the Gammulans broke bread with the Terrans and the ...." ....Naaa! I like the first part but that second sentence won't make any sense. OK! This was very interesting. I am glad it's all settled, like alot of other folks who have been reading all of this, I'm sure. I think there are lessons here for everyone. That's all I'm going to say. Happy Holidays!
  12. Gallion, Good show - Thanks, I've been doing that kind of stuff all my life. Figuring things out, that is. Even have a few patents. There seems to be some limitations to using it, though. Either that or I've got a bug in my script (probably the later). Caveat - You have to take that possibility into account in the programming, as usual. DeSylva, Right. I had a suspicion that it worked that way given the name and programming paradigm thats taken a while to sink in. Thats why I asked. Thanks, Joaquin
  13. Gallion, Try "SC,1" to reference Shuttle 1. You may be pleasantly surprised. Joaquin
  14. Gallion, Ok, got it. By reaching I am guessing you mean an actor actively reaching a target vs. "waiting" for something to reach it. Maybe the SC can shed some light on the use of SC. Joaquin
  15. Gallion, Thanks again for the reply. Clutter? One mans clutter is another mans prop. More questions and observations. True, but I was refering to having debris comprised of ground and air craft. Like I said, go for it and see what happens. If it works, share 1)Hmm... I saw a reserved word "SC" listed in the documentation. I thought I could detect the presence of Shuttle Craft using it but it did not seem to work. Have you used it? Yes the SC is on the GBS reserved verbage list. I have not had any luck parse-ing a script using the SC1, IC1, etc. as a condition or what not in a script. When I want an event or condition to reflect either SC or IC assets, I use IF/IFNOT HERE (etc) player as the system event action. There is probably a way to script it correctly but I have not figured it out yet. Besides, hanging an event or condition based on support craft (SC, IC, etc.) is not something I do often, IF ever. 2)Also tried !Reach assuming it had something to do with detecting the status of a crafts physical proximity to an object. That didn't turn out either. Is there a way to determine when a craft gets "close" or "near" an object? !reach {object} is a system event trigger that has one to several events that will trigger once the actor reaches the {object}; this means get close (i.e. 1-10km), not dock. Think about what happens to your BC when the Reingard (sp?) shuttle reaches your bc in lv105 in the old/new ACM. 3)It looks like I can literally make anything into a spacecraft if I carefully duplicate a typical spacecrafts Radar, Dynamic, AI flags and create a new definition in the object file. Am I correct? In theory ye. However, the the version of GBS thatthe SC is releasing (BC3K GBS version included) is the lite version. Which only allows script generation NOT changing game parameters TTFN Thanks, Joaquin [ 11-21-2001: Message edited by: Gallion ]
  16. Hi guys, Thanks to your help I've got my scripting moving along pretty well, but I've got a couple of more questions when you have the time to answer. 1.I seem to remember that the shuttle and interceptors can be referenced individually when scripting. The GBS docs hint at the possibility. I've tried "sc1", "sc_1" and "sc-1" to reference BC shuttle craft 1. I just get an error during prepare. Can't reference individual support craft; i.e. SC1, IC1, etc. 2.I'd like to use some ground vehicles as debris in the space environment (adds more drama to the aftermath of an intergalactic battle). Is that going to cause my scripts any problems in the long run? Try it and find out. I disagree though. This will just add clutter IMO. 3.Am I looking for trouble if I have a non BC craft dock with the BC? YES because non-CC (aka BC) craft cannot dock with CC asset. Oh, on the documentation end of things, I always indent ifs, etc. but for some reason when I copied the script from Notepad the indents didn't stick. I am using EDIT to do my scripting. Speaking of documentation how do I format the output of these notes to reduce the font? Do I use the UBB codes listed in the New Topic editor? code: Use the UBB "code" "/code" tages to maintain format. TTFN Thanks, Joaquin [ 11-20-2001: Message edited by: Gallion ]
  17. Thanks SC and Gallion, @#$%^&* I knew I had been staring at this thing too long! I'll make the changes as suggested. I appreciate the help. Joaquin
  18. HI, I've got myself an extensive outline for an ACM with enough details to make it pretty interesting. I am having some problems with the script and I was wondering if someone would take a quick look at it. I've spent alot of time trying to debug it and I just don't see the problem (programmer's block or I've missed something in the instructions..hehe). # # SCRIPT Probation Patrol # #include glob_rg.scr [dynamic] #include glob_dyn.scr # [ai] #include glob_ai.scr #include glob_ag.scr # # Below is our control object, so, we hide and make it invincible # [dynamic] galaxian diplomat,,ghq,probe1.3dc,satcom [ai] .ghq,100,100,100,100,100,100,1 start orbit blk05z^flx-11,5000,10,90,0 stop events !startup cloak on this invincible on this autogen OFF endevents # # [acm] CAMPAIGN.................TOD1 M1/? THEATRE OF OPS...........POLARIS-2/POLARIS MISSION CLASS............ROUTINE PATROL . BACKGROUND: . TESTING . :101,polar1z,setup_tod1m1,begin_tod1m1,resolve_tod1m1,tod1m1tick,1,45,15 # # Adding Hyperspace drive into pod [dynamic] terran scientist,,cargo_pod,cargo2.3dc,pod [ai] .cargo_pod,100,100,100,100,100,100,0 start inactive near earthz^jmp-01 1000 earthz^jmp-02 stop events 101 !begin_tod1m1 activate this add_store this,1,331 endevents # # # Asteroids # [dynamic] unexplored hazard,,asteroid_m1,ast1a.3dc,asteroid_m1 [ai] .asteroid_m1 start inactive near polar1z^jmp-30 1000 polaris-1 stop .asteroid_m1 events 101 !begin_tod1m1 activate this emit_sos off this endevents # #Recon shuttle # [dynamic] terran military,,marine_shuttle1,shuttle2.3dc,recon1 [ai] .marine_shuttle1,100,100,100,100,100,100,0 start inactive near asteroid_m1 4000 polaris-1 stop events 101 # #THE FOLLOWING WORKS # !begin_tod1m1 activate this halt on this # #THE FOLLOWING WORKS # !under_attack this broadcast "May Day! May Day! Marine shuttle under attack" endevents # # # Explorer # [dynamic] credian explorer,5,cred_explorer,megaron.3dc,Conquer [ai] .cred_explorer,100,100,100,100,100,100,0 start inactive near zelana 2000 moon-01 stop events 101 # #Unless you activate this unit, nothing within #its events block will work as expected. # !begin_tod1m1 activate this # Move this text to the marine_shuttle1 [ai] events 101 block. #THE FOLLOWING DOES NOT WORK # !damaged marine_shuttle1 10 broadcast "Conquer reporting damage to Marine Shuttle" # #THE FOLLOWING DOES NOT WORK # !destroyed marine_shuttle1 bc broadcast "!:Conquer reporting loss of Marine Shuttle" TTFN !tod1m1tick # #THE FOLLOWING IF WORKS # IF FLAG1 this RETURN # #THE FOLLOWING IF WORKS # IF BC IN polar2z THEN activate this patrol polar1z FLAG1 on this ENDIF # #THE FOLLOWING IF WORKS # IF BC IN polar2z THEN attack marine_shuttle1 ENDIF # #THE FOLLOWING IF DOES NOT WORK # IF DESTROYED marine_shuttle1 THEN broadcast "IF:Conquer reporting loss of Marine Shuttle" ENDIF endevents # $ I'd really appreciate any constructive criticism. Thanks, Joaquin [ 11-05-2001: Message edited by: Joaquin ] [ 11-05-2001: Message edited by: Supreme Cmdr ] [ 11-05-2001: Message edited by: Gallion ]
  19. Epsilon 5, Derek's statement is clear. quote:We're currently hiring level designers for the creation of interiors for all capital ships, starbases and stations, for GCO and quite possibly a stand-alone add-on for BCM. The implication is that as the GCO interiors are developed then he may develop a BCM add on,etc.
  20. GZ, We've been all over this before. I too am a proponent of the immersion factor. DeSylva's point is basically the problem. However, as we have all seen in the past, Derek will keep this in mind. He may not act on it, but its been logged. The game has to get out to the shelves so he can make some money, bottom line. After that, who know what may happen. He is notorious for patches with new features. You may want to take a look at the GCO threads. Sound is an effective way to provide immersion. One of the things that really struck me about Star Wars was that background rumble of the ships. It stayed with me until I got into the car. Fired her up and took off. Hehe. [ 08-03-2001: Message edited by: Joaquin ] [ 08-03-2001: Message edited by: Joaquin ]
  21. I'd like to see a full scale invasion of a heavily defended Raider controlled planet. After eliminating orbital station and defense winning condition would require the elimination of all ground and naval units by combination friendly ground assets and space assets. Since galcredits are in short supply Galcom wants a limited campaign requiring factories, commercial buildings, etc. to be spared. The commercial folks who pay taxes want the planet to be left in good shape for future colonization. Invasion would have to take place while fighting off the spaceborne reinforcements. That ought to keep people busy for quite a while. [ 07-26-2001: Message edited by: Joaquin ]
  22. Thanks Gallion, I guess the old memory isn't shot just yet.
  23. Ok, I figure out my first question. Lets see after rummaging through three years of accumulated memories I think I remember reading that it isn't possible to change the individual attributes of the crew directly. I sure hope it is in GBS-II.
  24. Ok, I've been playing around with GBS for BC3K to see what I can do and what I can't. I was wondering if I could get some feedback on a few questions? 1. I'd like to simulate a ship that's damaged (easy enough, I thought I could use the damage_system command, see below) and floating aimlessly (rolling and yawing at low rates- not so easy). Why? Dramatic effect. - Tried halt but that leaves the ship "frozen" in space. - Tried activating then damaging systems (engine,reactor) but damage_system doesn't seem to recognize the wing/ship I am trying to damage (the ship was also part of a wing? Would that cause a problem?). - Tried setting engine and reactor attributes to 0 on initialization. That doesn't work for my purposes. The ship/wing returns to galcom hq under it's own power without direct orders using a hyperjump ( an otherwise sensible thing to do since it is clearly in distress. ) 2. Is there any way to modify BC personnel or NPC object attributes using a script command? Thanks again in advance. [ 07-09-2001: Message edited by: Joaquin ] Well, I hope that makes my question clearer. [ 07-11-2001: Message edited by: Joaquin ]
  25. I just noticed a new indie category. Alien Military. It's undocumented as far as I can tell. Anybody know anything about it?
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