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Pugwash

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Everything posted by Pugwash

  1. I like Macon De'Witt use Norton ghost and would recommend it. I also use Partition Magic to initially set up the Partitions and move resize them. I did have a problem a few months ago when I got a single bad cluster in the middle of an essential windows file that prevented windows from loading in any mode. Scandisk would not fix the problem no matter how it was run or with what setting luckily IBM disk utilities came to my rescue. If you have the time after a fdisk and or format I would recommend running scandisk or a similar utility.
  2. Ok I'm a little late but haven't had time to post what with starting a new job last Monday and two night at University and basically being totally shattered, but I have been following the threads when I can. Oh and when you go into that local furniture chainstore in the UK and they can't tell you if they have stock or when it will arrive and mumble about computer and OPS at head office that's me I've crashed the mainframe or a database on one of the servers quote: No it doesn't. TOD2 3/5 has NOTHING to do with Karl Reines and doesn't even mention him. Go look at it again. I just did. SC I've gone back and looked at the script, played the missions again, downloaded a new copy of the source scripts and played the BCM version. All the scripts play in the same way. So I have to ask are there more than one versions of the original BC3K script? From the brief for TOD2 M3/5 Karl is mentioned but plays no part in the script. quote: This information has been kept under wraps so as not to cause other GALCOM enemies to try escapades of their own.your primary concern is to rescue Karl. GALCOM does not negotiate with terrorists and we have hatched a plan to rescue him at the same time, pretending to meet with the demands of the kidnappers. and you also receive the broadcast quote:broadcast "Prime Force has the Supreme Commander!" which I interpret to mean the Supreme Commander Karl Reines has been saved from the terrorists /kidnappers and is now in the hands of prime force quote: IMO the shuttle does its run out of sequence and there is evidence in the script to support this, in the .ghq section is an "activate decoy2" command which serves no purpose as decoy2 had be activated at the beginning of the mission. This is the point you hear "Something has gone wrong!" and "We have orders to capture or destroy Pixan" which is when the shuttle should have launched. Your reply quote: Nope. You got that wrong. If you look in the script, you will see that decoy2 is signaled around #271. If you did a logic flowchart, you will see that once the hostage exchange is done (!doxchange), I am trigging decoy2 to simulate them being discovered. That is what I expected you intended to happen but I can't see that from the script logic and what actually happens when you play is that shuttle decoy2 is activated at the start of the mission and does its run either to the BC or Galcom. If you are in Lennen at the start of the mission then all the script for decoy2 will be played through long before the Vagabond has entered Lennen and the !doxchange has been signaled. I seen nowhere in the decoy2 section of the script for it to be waiting or be effected by the activate decoy2 as this command is fired long after the start of the script. The way to complete the mission is to be in Lennen at the start. Then shuttle decoy2 will immediately Detect the Players BC and the broadcasts will be played Then shuttle decoy2 will jump to the Players BC and if it reaches it the actors will be created on the BC and the two say statements will be broadcast all within 2minutes of the start of the mission. If you have the PTA on it will fire on the shuttle and may destroy it before it can reach the BC. The only task to compleat the full mission is to then capture Pixan. This happens in both the 3K and the modified version for BCM beta. From the source script there is the standard activate this command to activate the shuttle. code:# [dynamic] mixed raider,,decoy2,shuttle1.3dc,stolen_shuttle [ai] .decoy2,100,100,100,100,100,100,0 start inactive near lennenz^jmp-28 100 pixan stop events 203 !begin_tod2m3 activate this move_store pixan,decoy2,4,354 del_store pixan,5,354 IF HERE BC THEN jump bc broadcast "Prime Force launching with stolen shuttle" broadcast "Prime Force disabled Pixan weapon systems" broadcast "Prime Force has casualties" broadcast "Prime Force has the Supreme Commander!" ELSE dock galcomhq ENDIF !reach bc IF FLAG1 this RETURN create_guest 101,"Dr Myan Rolne",11,TO,"Dr Myan Rolne is on board commander!" create_guest 102,"CMDR Randy Karynia",11,TO,"CMDR Karynia on board" create_guest 103,"Prime Force Marine2",11,TO,"Prime Force marine on board" create_guest 104,"Prime Force Marine3",11,TO,"Prime Force marine on board" create_guest 105,"Prime Force Marine8",11,TO,"Prime Force marine on board" say TO,"shuttle self-Destruct sequence set to t-minus 5 minutes" say TO,"Prime Force Marine5 stayed on Pixan to sabotage its systems" destroy this,300,0 FLAG1 ON this !destroyed this say TO,"Shuttle has self-destructed" endevents # and from the .ghq section the command that was intended to activate the shuttle which is signaled from the !doxchange section. code: # .ghq events 203 !ohoh broadcast "The plan has been foiled and Prime Force has been discovered" broadcast "You are authorized to capture or destroy the Pixan station" activate decoy2 #
  3. Just got in from Uni and the first thing I've done is check the forum. Pugwash, Reporting for duty SIR. Now that's done I'll go get something to eat.
  4. Ok I'll go through your points to clear up any misunderstandings. If you have downloaded the free version you do not need to download any files they are included. If you are running any other boxed version please state. The link to bc3kmpak1.zip is broken but you have indicated you are running the FREE version and you don't need it, it's included. To run the missions just select the one you want from MISCOM. Yes, soon after you start the first Tod the frame rates do drop, but will improve as you progress through the Tods If the FPS are to low try reconfiguring the graphic setting to give improved performance may help?, but unlikely as the cause of the slow down is the CPU intensive AI processing so more CPU power is needed. This can be achieved in several ways faster /more power full CPU etc or shutting down all those windows background programs before you launch BC3K. BC3000AD 2.09 is the latest and last version and is the version everyone should be running. The bc3kmpak1.zip contains only TERRAN/INSURGENT, TERRAN/RAIDER and TERRAIN/TRADER missions no training script. Yep BCM has not been released yet, but has gone gold and due early October, the demo's, many in game screen shots and the now empty (since Gold) Version Control File have been released by the SC. These sources of information have encouraged commanders to seek clarification and ask questions about BCM.
  5. I had a look around for more info on this topic as I vaguely remember one of the UK power distribution companies doing field trials in a limited area 3 to 4 years ago but I never heard an more and don't know the outcome. So those who are interested have a look at these sites. http://www.intellon.com/ http://www.darc.de/referate/ausland/plc/ I found many more this Beta testing teaches you to search thoroughly
  6. Starball wait in Arima at the Xylan jump point when the Starball arrives from Xylan a few minutes after the mission starts, you will hear the message "MayDay, MayDay" thats the cue for its arrival just search for the target. When the Starball detects your BC you will hear "ECV-STARBALL is in distress!" followed by "Commander, keep these raiders off me until help arrives". If you hear that the ECV-STARBALL is in the same system as you. Ignore the mission brief and tow it with your BC or a Shuttle back to Galcom HQ. The reason for this is you will have 35-45 minutes to do what you want before you must be in Lennen for the start of the next mission. You can repair / upgrade your BC, strip those debris fields of any goodies and collect all the cargo from the mining drones you deployed at the start of Tod 1 right! Tod2 mission 3 (the one with the Vagabond)I have always found the script for this to be little strange. The brief talks about rescuing Karl (SC) but you don't see him. If, as said you are in Lennenz before the start of the mission then when decoy2,the stolen_shuttle does its run, when it reaches your BC you receive the message "Prime Force has the Supreme Commander!" so he was saved, you will also have saved Dr Myan Rolne and CMDR Randy Karynia. (remember to turn the PTA off or they may destroy the shuttle before it reaches you) All you have to do now is capture Pixan the weapons are off at this point so its a walk in the park. IMO the shuttle does its run out of sequence and there is evidence in the script to support this, in the .ghq section is an "activate decoy2" command which serves no purpose as decoy2 had be activated at the beginning of the mission. This is the point you hear "Something has gone wrong!" and "We have orders to capture or destroy Pixan" which is when the shuttle should have launched. I'm straying off topic into scripting and GBS so I'll stop.
  7. 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 scripting Just download the GBS.ZIP 6.1M file from the downloads section, start reading and scripting.
  8. 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.
  9. So what your looking for is code: mod_alliance terran,syrion,0 mod_alliance syrion,terran,0 If 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.
  10. You can't with GBS-1 for BC3K You can with GBS-2 for BCM. With GBS-2 although you can set the starting race, career, asset etc you don't really need to because for ACMs you can set these from the SNG menu options. This make for interesting scripts as the player can select an asset that's not suitable for the script. I know a lot of players are going to opt for the Stormcarrier but they'll learn it's very vulnerable when it has no support.
  11. I found this version dated 5/02/2001 so it could be the "latest" but am not sure Gallion will let us know if it's not. IACMTOD1-5.zip I back everything up onto CDs' but can't always find what I want EDIT:URL changed [ 10-30-2004, 09:00 AM: Message edited by: Pugwash ]
  12. If your sure you have a replacement drone in the inventory. Navigate through - SYSTEM - TACTICAL - LOADOUT - SH - any SH number - DRONE If the arrow and red text "DRONE # - DESTROYED" and "REPLACE FROM INVENTORY" fails to appear then select the DRONE-# tab and from the drop down menu work through the other three Drones until you find the destroyed drone and replace it If you only get DRONE number DESTROYED then you don't have a replacement in your inventory If you see the normal Drone Status/ level/ Assignment screen for all four Drones, then it has not been destroyed or you have already replaced it.
  13. All the information you could ever need about the game is supplied in the manuals you just have to read them. The trouble is, it's information overload. To plan your own trading routes all you need is the second half of Appendix E - Astrological Charts (navchart.pdf) and a copy of the map. Might as well plug my own map which has the Flux Fields plotted on it for those who want to use them and is available from this link Read the pdf carefully, especially the explanation notes. It gives all the info you need, race/ caste, %minerals, class level, inflation rate etc of all the Starbases and Starstations. Now armed with this you can plot your own trade routes and make them as long or as short as you want. [ 10-18-2002, 12:52 PM: Message edited by: Pugwash ]
  14. You guys / girls who really want the Alien Artifacts in Free Flight mode have look at the GBS that's included with the free version and can be downloaded from the download files section. You will then be able to modify the Free Flight Script and give yourself the Artifacts. Any questions or problems concerning GBS should be posted in the GBS section of this forum If your really lucky I might even modify the script and post a link but I think I'll let you have ago first.
  15. 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..
  16. I stand corrected although I did mean by assets, Starbases and Starstations and not planets, jump points and worm holes I've just been counting the number of Starbases in 3K and BCM and I have 5 more in BCM but that's not surprising that there are more with the extra ones on earth Now Space stations is something different depending which file I look at I get between 49 and 54 and a few more in BCM Just to make sure I launched and jumped to Nevuela no Spacestations (BC3K 209). So lets just say My Map is based on the map that shipped with the 208CD Just hope there aren't any errors in it now [ 07-22-2001: Message edited by: Pugwash ]
  17. You had me worried then Epsilon 5 I just had to fire up the comp with BC3K on it to check. I'll put a title on it so as not to confuse anyone it's a BC3K map not a BCM Map all the flux field are the same in BCM but I'll double check that, some of the Spacestation positions have been relocated. I've updated the web page with the above and added the SCROLLit files at the bottom of the Phraser page you can find them here : Home Page edit navigate from the home page to downloads for the file I'll upload an updated copy later for BCM when I've checked it. CYA Edited to be more precise Edit my ISP changed the server to a UNIX system it's case sensitive: link updated [ 05-31-2004, 10:32 AM: Message edited by: Pugwash ]
  18. Many thanks, With the number of example I found when searching their forum and the code generators it looks like they have what I want or at least the code I can adapt when I learn how it works to do what I want. Looks like I was using the wrong keywords when I searched the web as I didn't find any sites like this one CYA
  19. I just spell checked all the files and the web pages as I spotted a few more spelling mistakes, don't know why I didn't spell check them in the first place. I've re-phrased the files and Rared them but given them a new name so if anyone has posted the link to script_4_and_files it doesn't exist anymore it is now Script5.exe The location:home page edit goto the home page and navigate to downloads for the file [ 05-31-2004, 10:30 AM: Message edited by: Pugwash ]
  20. I'm after some help for a small amount of java code/script. It's for my BCM pages I'm putting together for when BCM goes gold. What I'm after is using something like the mouseover code to popup a window when over a word and that will close when I move the mouse on or have a close button. I don't know any java and only a little html (I use textpad to create my html pages) so there might be a better way of doing it. Problem I can see is that the pop up window of which I have written nearly 60 already all have the same width of 840 pixels but have varying length all less than a page, some are only 5 or 6 lines of text table others are 15 -16 lines, would have to pop up without needing to be scrolled. Hope that makes sense. At the moment I'm just using the href to link the current window to the text table html and then I have to use a menu on that window to take me back to the first page, although I've found a bit of java code that creates a back button which would eliminate the need for the menu I haven't implemented it yet as I would rather use a popup if possible. The current page has over 450 (54 links 9 times + menus) links on it,400 on the next and 240 or so on the one after that so you can see why I would like to use the mouseover to drive the popup and not a mouse click. Please post any comment, advice, pages to look at etc or mail me [email protected] Any help would be appreciated. CYA
  21. Just watch out for those Black holes Super Nova's are safe they just mean it takes you one more jump if your lucky but Black holes are death. I don't know what the probability of hitting a black hole against a safe route is, but hopefully you get a safe route more time than death. I just uploaded the map with the missing caste names for download but haven't altered the jpg on the web page, checked for the typo's the last script only had the Karl Reines typo so I must of corrected the others. I put the code tag in only on script5 as I had to manually remove the break tags from each line it now displays as its coded CYA
  22. Hopefully anyone interested in GBS will have read this section of the forum and out of curiosity checked the links. I call the typo FFS (fat finger syndrome) can't hit one key at a time I left all the errors in the scripts as they progressed so script 1 will have more typos, syntax, coding etc errors than script 2 hopefully. one script should follows on from the previous, and show the errors I corrected and sometimes complete sections being rewritten. Script 5 should be the final and working script although script 4 worked as designed right up to the last battle which failed to materialise. I can't remember if 5 was the final script or if that got corrected. I did play script 5 up to the last battle I think it takes around 7 hours of game play to get to that point, if I remember right some of the battles last up to an hour. I then went on to GBS-II and BCM Beta I recently changed the layout (this week) of the pages and anyone on the Beta will recognise the colour scheme. I just spotted the scripts aren't laid out correctly so may go and add the code tag. Did you download my original rar version on the link or the just take the .jpg from the page. The rar obviously has all the Map detail in it. I made it with MSPaint and every time I made to many changes the program wouldn't let me save "not enough memory" error. I print it out with Kodakimaging "to fit page", no margins and select A4 landscape from the rar file, everything is perfectly clear and in focus although I have to agree some of the fonts are a little on the small side. I've been trying to split it into 4 A4 pages as that was the format of the file I started from but have not had much success yet. I'll have to find a better program to do it with Kodak is capable of doing it but keeps giving errors? I also noticed that 4 caste names are missing from the map which I corrected but have not uploaded the new file. I've been working on some new pages this week which will be upped when BCM goes gold. 5 main pages and 60 sub pages and that doesn't include the GBS-II pages which will include a version of the original BC3K ACM script that is identical to the original and one that has a couple of changes (SC permitting). I've not quite finalised the page layouts yet and some will probably change as BCM changes. the rar file Galaxy Map (140k in rar format) has been reduced in height by aprox 25 % and width 30% and then compressed down from 28Meg to 450K to produce the web page jpg so for anyone who wants a copy I think you would be better taking the original rar file. [ 07-21-2001: Message edited by: Pugwash ]
  23. I always and I mean always power up new mobo on a test bench with only CPU, Mem and fan fitted if an external speaker is needed then I fit one and count the bleeps, leave it running for a five mins switch off and reboot again. Now I've never had a mobo that smoked or has taken out the power supply like some tales I've heard but my first Intel OR840 mobo was faulty and would not start and I had a Gigabyte mobo that seemed ok at first but would not restart when warm if you left it an hour it would be ok again needles to say they went back to the supplier. It's often better to test as you go along when assembling if your unlucky enough to have a faulty component or fit it badly you know what you have just done and can go back one stage. I was once playing Colin MacRae Rally when there was a big bang the monitor went off when I looked over at the tower, smoke was bellowing out of the top. Needless to say I reached over and switched it off yes it was still running. When I opened it up I found that the ATI card (I think it was a Rage Pro) had exploded. I replaced it and on reboot apart from windows complaining it hadn't been shut down properly and needing the drivers changing was fine. That was on a Gigabyte GA6BSX mobo that is still running fine today with the same CPU and Mem in it.
  24. I think what Spuzzum after is being able to branch the script with the player choosing which option to take. Like the old Job board in Elite the player can choose what tasks to perform. You could do it with the code we have now I think but it's a bit ugly. Create your messenger with his broadcast of the options Create two cargo_pods one called yes one called no Use the !destroyed victim,[attacker]command for the flag to activate the option If the player destroys the yes pod then the down payment items can be created on the messenger craft for collection. A timer can be set with a default action of "no" and all NCP removed from the game. You could also set a timer to activate damage system command if the player fails to complete the mission in time. The idea above may need a bit more work but in principle I do think it's possible to branch the TOD's from the players actions within the script. You will already be using the players actions to determine the outcome of missions so its only a small step to take. [ 07-07-2001: Message edited by: Pugwash ]
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