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Posted: Sat Aug 05, 2006 1:25 pm
by Arexack_Heretic
no, if you want the script to determine the govt.type, then you'll have to put it in the script.

with this:

setSpecificPlanetInfo: <gnum>=<pnum>=<key>=<value>
// sets an override to the planetinfo.plist entry for the system
// specified by galaxy gnum and planet pnum
//
// eg setSpecificPlanetInfo: 0=7=description=Lave is not a very dull planet
// (Note the '=' is required between all 4 values)

edit: should have read the entire post. :roll: You're doing it right.

You just have to include a check for mission-status and concordingly change the govt.

Posted: Sat Aug 05, 2006 1:43 pm
by LittleBear
Hmm, tried:-

"setSpecificPlanetInfo: 6=13=systemGovernment_number=6",

in the script, but it didn't work. Have a got the key for the system govenment wrong?

Posted: Sat Aug 05, 2006 1:48 pm
by Arexack_Heretic
Ervele, (91,107), TL: 10, Human Colonials, Democracy, The planet Ervele is famous for its inhabitants' ancient loathing of casinos but ravaged by unpredictable civil war.

levl6 govt is a democracy.

as far as I can see you're doing it right.

Posted: Sat Aug 05, 2006 4:40 pm
by LittleBear
"The Eszausveian government is infamous as one of the most brutal dictatorships in the Galaxy. The construction of a Deathstar by the regime has spurred the Galaxy into arming the Eszausveian People's Popular Front. Striking from a hidden base rebel fighter ships engage the Eszausveian Navy."

I have my Deathstar (Giles's Military Station modded - with permision!). I would really like to use the models and textures for the Tie Fighters and X-Wings (for obvious reasons). Would the authour of the StarWars OXP mind if I pinch his textures? I won't implement them without permission naturally.

Posted: Sat Aug 05, 2006 8:56 pm
by Arexack_Heretic
why not implement a real moon?

exept that you cannot give it turrets etc offcourse. ;)

Posted: Sat Aug 05, 2006 9:14 pm
by LittleBear
And a moon cannot die!

I might add a moon though and have the Deathstar in orbit around it.

Just working on getting the Deathstar in the System at all at the moment.

Posted: Sat Aug 05, 2006 9:24 pm
by Arexack_Heretic
Making it huge should not pose too much problems

pasting on corridors and frangible stuff will

Posted: Sat Aug 05, 2006 9:47 pm
by LittleBear
At the moment it is just a clone of Giles's Military Station. But at least is in space at the right system:-

Image

Now this is my plan, but I'm gonna need some help!

1) I change the stats to make it tough, but so it can be destroyed. - Easy I know how to do this.

2) I'll crib the Code from Disco.OXP to add a moon and put the Deathstar near it. - Easy I know how to do this.

3) I change the AI to make the station have Tie Fighters as Defence ships (as long as the Starwars OXP desginer agrees). And for good measure I give the deathstar some Tie Fighter escorts. - Easy.

Now this is the tricky bit as I have no idea how to build models. I do have Wings and paint installed though.

First I need to make a model that is just a Sphere about the same size as Giles's Military Station. Edit : Nar, lets go the whole hog and make the sphere nearly as big as the moon! How do I do this?

I have a texture for a half-build deathstar:

Image

It would be way too fiddley to make the model the same shape (allowing you to see through the unbuild bits), put if I leave it black (what with space being black) it should still look pretty good! I'll put the Deathstar (which doesn't move) in a place where neither the moon or planet are in the background.

Now I need to glue this somehow onto the model. Help?

Finaly I move the docking port and the turrets to the bit on the model where the circular indentation on the Death Star is. Help?

Can someone tell me how I do this or do I need another programe other than wings to pull this off?

Posted: Sat Aug 05, 2006 10:53 pm
by LittleBear
Ramon to the rescue! Contruction of the Deathstar to commence!

Posted: Sat Aug 05, 2006 11:21 pm
by Arexack_Heretic
unless that is a model with seperate textures, you're better off with your own textures.

several grewscale ones with blocky things etc would be a good start.

Posted: Sun Aug 06, 2006 9:12 am
by LittleBear
Thats no moon, its a space station!

(Not textured yet - Ramon's Death Star model)

Image

Posted: Sun Aug 06, 2006 10:09 am
by Arexack_Heretic
Why does it need to be exactly like the DeathStar?

Asking for copyrights trouble if you ask me, and way too recognisable.

You could make it a hamburger and even use simple flat subunits to fill up the unbuilt bit.
I'll do a quick (i hope) competing entry for the contract.
Arexack_spacesystems to the fray! :D

Posted: Sun Aug 06, 2006 10:43 am
by LittleBear
Well Geoge Lucus hasn't gone after Azzameen yet for his Star Wars.OXP featuring Tie Fighters, X-wings, B-wings etc, but if he objects to Assassins.oxp then I will change it!

I want to keep the star wars theam for the last 3 missions of the OXP (this one being the first). Also I really like Azzameen's ships. They are a bit uber for normal encounters, but they would be perfect for the climax of a Big OXP series of missions.

Although this thread started as a simple idea, the OXP has grown to a bit of an epic. (I've only posted when I've been stuck on somthing), a lot of e-mailing has gone on behind the sceans with Ramon! The OXP is big (over 100 scripted actions at the last count) so it needs a big finish!

However, if you'd like to do a station type ship. At the moment the third hit involves taking out a trade-ship for the Mafia. (They didn't pay their protection money - tut tut). There ship is parked and powered down being serviced in orbit around Beatle Station. The hit is easy (what with the ship being powered down). But I've packed the area with police ships and made any attack on the ship set you legal status to fugitive with a big bounty on your head.

Now instead of a trade ship, it could be a sort of "McJamefire Corperation" way-station. The McJamefire Corperation Annacondas dock at the waystation to unload their cargo, before transporters take it down to the planet below. Not as big as a space station, but perhaps the size of a Behemoth. Fancy a go at that one? It could also have a damaged / half build look, as it is in for repairs.

I'll e-mail you the OXP as it currently stands (not all the ship graphics are implemented yet, so for a lot of ships Giles's models are standing in, whilst Ramon works on the new models and textures). This is so I can get on with the scripting, missiontext and playtesting, whilst at his end, Ramon does the modles. Evey time Ramon completes a model, I then edit the shipdata file and change the old modle to Ramon's. (EG at the moment the Hockey Team escorts as just vipers with slightly improved stats, but Ramon has finished his modle and texture, so when I get round to it I'll paste in Ramon's modle to replace the viper_redux.dat)

My e-mail is on the bar below all my posts. If you send me an e-mail, I'll send you back the OXP (4.3 megs uncompressed)!

Posted: Sun Aug 06, 2006 12:00 pm
by Arexack_Heretic
Its better if I don't get involved too much.

My availability of time is unreliable at the mo.

(can think along on scripting etc while on the job,
but modelling and texturing takes whole days)

My Deathburg station has internal architecture. :)

Posted: Sun Aug 06, 2006 12:38 pm
by LittleBear
If you do one. I'd like to use it! The mission after this is a sort of interlude whilst the rebels and dictorship continue to fight. There will be a chance of encountering rebel and dictatorship ships in battle and chances of being attacked by dictorship craft. Your ship could make an appearance as one of the dictorship attack carft. Perhaps a weapons platform somwhere, that the rebels need taking out! I've a lot of scripting, AIs and playtesting to do to get the Deathstar mission working, so it'll be a while before I get onto the next one. The AIs are quite fiddley as I want the rebels to only attack the imperials, but the imperials to attack you and the rebels. Somthing along the lines of Thargoid AI with the rebels having the role rebel and the imperials having the role imperial and the AI serching for "non-imperial". Not quite sure yet how to do this with the rebels!