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Re: (WIP) Assassins Guild extra mission. Victim 11
Posted: Thu Nov 10, 2011 10:35 pm
by Eric Walch
Fatleaf wrote:In a certain part of this mission I am removing everything in the system except stated things. But I came across an issue such as the projectiles for the railgun are also removed so I will have to include an exception for that, also for missiles.
What I would like is for anyone to state what else they think should have exceptions, stuff you would need in battle that gets spawned. If you can state the "role" that would be most helpful.
Thanks.
I don't know what type of stuff you want to allow, but a first check could be
isPiloted.
That way you only get the real ships and skip stuff like cargo, rocks, missiles etc.
Re: (WIP) Assassins Guild extra mission. Victim 11
Posted: Thu Nov 10, 2011 10:37 pm
by Fatleaf
I don't think it would be that much of a hassle to keep it updated as all missiles work with just one line of code. So anyone brings out a new missile it would also work without any updating needed. Same for mines. So it is just for exceptional circumstances.
Re: (WIP) Assassins Guild extra mission. Victim 11
Posted: Thu Nov 10, 2011 10:43 pm
by Thargoid
The guardian role is aquatics_guardian and the CT one is CT_thargon. Both are automated weaponry platforms which the player may use against a target but which aren't missiles or mines. Similarly Hired Guns might also need exemption (hiredGuns_escortHigh, hiredGuns_escortMid and hiredGuns_escortLow).
Beyond that I think it'll need deep testing once the OXP is ready. I'm not thinking missiles and mines directly, but weapons which aren't pylon-based (like the ones above and railgun).
Re: (WIP) Assassins Guild extra mission. Victim 11
Posted: Thu Nov 10, 2011 10:48 pm
by Fatleaf
Shall I put you on my testers list once it is ready?
Re: (WIP) Assassins Guild extra mission. Victim 11
Posted: Fri Nov 11, 2011 7:35 am
by Thargoid
I don't have a lot of time at the moment, but please do and I'll assist where I can.
Re: (WIP) Assassins Guild extra mission. Victim 11
Posted: Tue Nov 15, 2011 7:54 am
by Fatleaf
Weekly update time!
Everything is complete and working as it should. The only thing to finish now are the AI's. Once they are completed it will be shipped out for the field trials.
Re: (WIP) Assassins Guild extra mission. Victim 11
Posted: Tue Nov 22, 2011 7:59 pm
by Fatleaf
That's the AI's done. A great thanks to Okti for that. A few minor bits to finish off. Should be out this week.
Re: (WIP) Assassins Guild extra mission. Victim 11
Posted: Tue Nov 22, 2011 10:36 pm
by Fatleaf
That's it out to the testers now. Awaiting feedback before general release.
Re: [RELEASE] Assassins Guild extra mission. Victim 11
Posted: Sat Dec 03, 2011 12:43 pm
by Fatleaf
!It is out! Grab the link on the first page of this thread.
Introduction
Overview: At the end of the Assassins Guild missions you were informed that GalCop had an “Agent Wombat” undercover in the Guild.
Well, Guildmaster Nua'etou has found him and is going to dispatch his top operative and loyal assassin to silence this spy. Prepare for a fight.
Difficulty rating: Considering you have to complete Assassins guild first. An Iron Ass is most definitely recommended.
Ships: All of the ships will be recognised by the player.
Dependencies
There are no dependencies. Not even Assassins is required. But if you want the planet’s Assassins Guild adds then have it in. There are no clashes between the two I am aware of. If you don’t have Assassins installed you won’t have the Mark Transponder Scanner in your ships kit. I have assumed that the player would have it and that it would work as it did in Assassins.
Installation
Standard oxp install. Throw it into your AddOns folder.
Credit list The Boffins.
Okti = A big thanks without whom this OXP would never have gotten to the first mission screen. For teaching me how to write this oxp. A lot of this code is stolen from his previous work. For fixing problems when I got stuck and also for writing the AI’s.
Smivs = For his ship paintwork. Background image work. Advice and general Pumpkinness!
El Viejo = For helping to get the missiontext.plist in order.
Switeck = For helping to fix a certain part of my broken ass code. Also for helping me to have the initial idea in the first place.
Little Bear = Making Assassins Guild and Random Hits. Giving me permission to make another mission.
I have also shamelessly pirated code from all different OXP’s but quite a bit from Eric Walch’s UPS
All the guys in the chat room.
Copyright:
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License. To view a copy of this license, visit
http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.
Re: [RELEASE] Assassins Guild extra mission. Victim 11
Posted: Sat Dec 03, 2011 4:16 pm
by Cody
Well done, leafy... test pilot turned boffin, eh? Ha!
Re: [RELEASE] Assassins Guild extra mission. Victim 11
Posted: Sat Dec 03, 2011 4:28 pm
by Fatleaf
Just like footballers turned manager!
Re: [RELEASE] Assassins Guild extra mission. Victim 11
Posted: Sat Dec 03, 2011 6:48 pm
by Kaks
Wait wasn't it poachers... turned assassins, I suppose...
Re: [RELEASE] Assassins Guild extra mission. Victim 11
Posted: Sat Dec 03, 2011 8:02 pm
by Smivs
Nice one...best of luck with it.
Re: [RELEASE] Assassins Guild extra mission. Victim 11
Posted: Sun Dec 11, 2011 5:42 pm
by Fatleaf
Re: [RELEASE] Assassins Guild extra mission. Victim 11
Posted: Mon Dec 19, 2011 11:53 pm
by Fatleaf
Work has now started on Assassins II. It is going to be a long project so I am not going to start a new thread for it yet. Once scripting is well under way I will make updates, but not quite yet.