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Re: Griff's normalmapped ship remakes

Posted: Sun Feb 27, 2011 7:14 pm
by Cody
Griff... have you seen this post?
Is that possible, at some time?

Re: Griff's normalmapped ship remakes

Posted: Sun Feb 27, 2011 7:20 pm
by Griff
wow, that would be ace to see the unlaunched missiles on the underside of the ship, i can certainly whip up the graphics to add in into the oxp but i wouldn't be able to manage the scripting, too hard for my brain :roll:

Re: Griff's normalmapped ship remakes

Posted: Sun Feb 27, 2011 7:29 pm
by Cody
<smiles broadly>
There's four bays on the underside just waiting for missiles... even if they didn't fire.
But if they did... heh!

Re: Griff's normalmapped ship remakes

Posted: Sun Feb 27, 2011 7:29 pm
by Gimi
Griff wrote:
yes, open your save game in a text editor, search for
<key>ship_desc</key>
and change the line underneath to

Code: Select all

<string>griff_normalmapped_scuffed_cobra_mkIII_multidecal_player</string>
Thank you Sir.

Re: Griff's normalmapped ship remakes

Posted: Tue Mar 01, 2011 10:18 pm
by Thargoid
Griff wrote:
wow, that would be ace to see the unlaunched missiles on the underside of the ship, i can certainly whip up the graphics to add in into the oxp but i wouldn't be able to manage the scripting, too hard for my brain :roll:
I got bored - check your PM's... :twisted:

Re: Griff's normalmapped ship remakes

Posted: Tue Mar 01, 2011 10:22 pm
by Cody
Oooh!

Re: Griff's normalmapped ship remakes

Posted: Tue Mar 01, 2011 10:24 pm
by Gimi
Thargoid wrote:
Griff wrote:
wow, that would be ace to see the unlaunched missiles on the underside of the ship, i can certainly whip up the graphics to add in into the oxp but i wouldn't be able to manage the scripting, too hard for my brain :roll:
I got bored - check your PM's... :twisted:
:shock:
Does this mean... no don't tell me, I want to live in hope. :D

Edit: Starts to think about what will happen to the cool big decal on the underside of the multi-decal Cobra Mk 3.

Re: Griff's normalmapped ship remakes

Posted: Tue Mar 01, 2011 10:34 pm
by Thargoid
I've knocked together an NPC Cobra3 with underslung external missiles which fire off when it fires missiles.

A player version would be possible, but has some more scripting complexity (to get around unwanted maintenance overhauls) and may not be worth the effort given the ships viewpoint. At the moment it uses just the trunk model for the ship and one of my own missiles (the Trident from Aquatics) for simplicity and for a missile that's big enough to easily see (trunk missiles are tiny!). That is where Griff comes in of course ;)

Re: Griff's normalmapped ship remakes

Posted: Tue Mar 01, 2011 10:40 pm
by Cody
Gimi wrote:
Starts to think about what will happen to the cool big decal on the underside of the multi-decal Cobra Mk 3.
If the missiles are mounted in the those ready-made bays, it's no problem.
Thanks Thargoid.

Re: Griff's normalmapped ship remakes

Posted: Wed Mar 02, 2011 7:58 am
by Capt. Murphy
Simon B wrote:
Usefulness to a player is fairly limited ... but this leaves open the possibility of an escort missions OXP designed by some scripting genius.
This would be a great oxp for an alternative starting career in the ooniverse.- includes an alternative start-up Jameson with a basic Krait or Mamba or whatever and a percentage chance of being offered an escort mission in system if Clean. Maybe more likely to be offered a mission on a relatively stable government system, but the destination system is more dangerous. Paid a small retainer up front, player gets communications from the mother in flight (e.g. 30 seconds to witchspace escorts, don't forget to follow me through...!). On safe arrival of the mother and the player at the target station player is paid a basic bonus, plus an additional commission for each pirate kill made on route. Player also gets the bounty as-well. It could also include an escort reputation score - increased for each successful mission, decreased for unsuccessful missions (i.e mother killed) or if the player abandons a mission part way through. The reputation would affect the probability of being offered future missions.

Just need to learn how to script..... :roll:

Re: Griff's normalmapped ship remakes

Posted: Wed Mar 02, 2011 8:11 am
by TGHC
Nice idea Capt.Murphy although an escort missions for a start up Jameson is a bit adventurous, new commanders tend to do a bit of trading first to beef up their ship. So perhaps the first part of the mission would be to earn some Credits to buy a krait/mamba and then do the escort part.

Re: Griff's normalmapped ship remakes

Posted: Wed Mar 02, 2011 10:18 am
by Zireael
Capt. Murphy wrote:
Simon B wrote:
Usefulness to a player is fairly limited ... but this leaves open the possibility of an escort missions OXP designed by some scripting genius.
This would be a great oxp for an alternative starting career in the ooniverse.- includes an alternative start-up Jameson with a basic Krait or Mamba or whatever and a percentage chance of being offered an escort mission in system if Clean. Maybe more likely to be offered a mission on a relatively stable government system, but the destination system is more dangerous. Paid a small retainer up front, player gets communications from the mother in flight (e.g. 30 seconds to witchspace escorts, don't forget to follow me through...!). On safe arrival of the mother and the player at the target station player is paid a basic bonus, plus an additional commission for each pirate kill made on route. Player also gets the bounty as-well. It could also include an escort reputation score - increased for each successful mission, decreased for unsuccessful missions (i.e mother killed) or if the player abandons a mission part way through. The reputation would affect the probability of being offered future missions.

Just need to learn how to script..... :roll:
Post this idea as another thread. And I think it's great!

Re: Griff's normalmapped ship remakes

Posted: Thu Mar 03, 2011 6:35 am
by Capt. Murphy
TGHC wrote:
Nice idea Capt.Murphy although an escort missions for a start up Jameson is a bit adventurous, new commanders tend to do a bit of trading first to beef up their ship. So perhaps the first part of the mission would be to earn some Credits to buy a krait/mamba and then do the escort part.
But who would buy a Krait/Mamba in preference to a Cobra when they can't witchspace on their own? The idea is for a harder start-up.....independent trading would be tough in one of these beasts as your relying on following other ships through their wormhole so will not be able to choose your destination - escort missions would provide an alternative way to get some credits flowing with the aim being to buy your first witchspace capable ship.

Zariel - thanks - I might make it my mission to try and learn enough scripting to have a stab at this myself.

Re: Griff's normalmapped ship remakes

Posted: Thu Mar 03, 2011 8:48 am
by TGHC
Capt. Murphy wrote:
I might make it my mission to try and learn enough scripting to have a stab at this myself.
Good on yer! :D

Re: Griff's normalmapped ship remakes

Posted: Thu Mar 03, 2011 10:49 am
by Commander McLane
Capt. Murphy wrote:
TGHC wrote:
Nice idea Capt.Murphy although an escort missions for a start up Jameson is a bit adventurous, new commanders tend to do a bit of trading first to beef up their ship. So perhaps the first part of the mission would be to earn some Credits to buy a krait/mamba and then do the escort part.
But who would buy a Krait/Mamba in preference to a Cobra when they can't witchspace on their own?
Given that Krait and Mamba lack the witchspacing capability and are smaller than a Cobra III, wouldn't they be a lot cheaper than the Cobra III? So there's no earning-credits-to-buy-a-Krait/Mamba needed. On the contrary, the act of selling your Cobra III for a Krait/Mamba itself would earn you the credits to stuff your new ship out.