Posted: Fri Oct 05, 2007 2:42 pm
I am working on 1.3.1.
However...(boom! just crashed against the station)... it looks like the descriptions are not getting through. I just scooped some special cargo and got the Console_message: scooped special food, which could be the key in descriptioins or '[20] food' (edit: 'special is not in the descriptions, something is going wrong with the consoleMessage3s).
Secondly the commsMessages supposed to be sent by the fuelpod AI...it doesn't.
Causing unexpected quirium cascades. (can't see the pods from too far away, but ECM triggers the cascade) Without the AI sending messages, this is too dangerous.
Do I need to setDesiredRangeTo, to allow sending messages to all in range?
Maybe I just need to commsMessage the player?
AI below:
However...(boom! just crashed against the station)... it looks like the descriptions are not getting through. I just scooped some special cargo and got the Console_message: scooped special food, which could be the key in descriptioins or '[20] food' (edit: 'special is not in the descriptions, something is going wrong with the consoleMessage3s).
Secondly the commsMessages supposed to be sent by the fuelpod AI...it doesn't.
Causing unexpected quirium cascades. (can't see the pods from too far away, but ECM triggers the cascade) Without the AI sending messages, this is too dangerous.
Do I need to setDesiredRangeTo, to allow sending messages to all in range?
Maybe I just need to commsMessage the player?
AI below:
Code: Select all
{
GLOBAL = {
ENTER = ("setDesiredRangeTo: 50000.0",);
EXIT = ();
UPDATE = ("setStateTo: TUMBLE");
};
TUMBLE = {
ENTER = (performTumble);
COLLISION = ("setStateTo: EXPLODE");
ECM = ("commsMessage: WARNING: ECM disrupts Quirium containment!", "setStateTo: CRITICAL");
EXIT = ();
UPDATE = ("pauseAI: 30", performTumble, "commsMessage: -Beep!- ");
};
EXPLODE = {
ENTER = ("setDesiredRangeTo: 50.0", dealEnergyDamageWithinDesiredRange, becomeExplosion);
EXIT = ();
UPDATE = ();
};
CRITICAL = {
ENTER = (performTumble);
COLLISION = ("setStateTo: EXPLODE");
ECM = ("commsMessage: WARNING: Quirium Cascade imminent!", "setStateTo: TIMER5");
EXIT = ();
UPDATE = ("pauseAI: 30", performTumble, "commsMessage: -Beep!- ");
};
TIMER5 = {
ENTER = ("pauseAI: 1.0", "commsMessage: 5", "setStateTo: TIMER4");
EXIT = ();
UPDATE = ();
};
TIMER4 = {
ENTER = ("pauseAI: 1.0", "commsMessage: 4", "setStateTo: TIMER3");
EXIT = ();
UPDATE = ();
};
TIMER3 = {
ENTER = ("pauseAI: 1.0", "commsMessage: 3", "setStateTo: TIMER2");
EXIT = ();
UPDATE = ();
};
TIMER2 = {
ENTER = ("pauseAI: 1.0", "commsMessage: 2", "setStateTo: TIMER1");
EXIT = ();
UPDATE = ();
};
TIMER1 = {
ENTER = ("pauseAI: 1.0", "commsMessage: [bomb-last-words]", "setStateTo: DEFUSE_CHANCE");
EXIT = ();
UPDATE = ();
};
DEFUSE_CHANCE = {
ENTER = ("rollD: 3");
"ROLL_1" = ("setStateTo: DETONATE");
"ROLL_2" = ("commsMessage: Quirium Cascade Effect Interrupted", "setStateTo: EXPLODE");
"ROLL_3" = ("commsMessage: Quirium stabilized", "setStateTo: TUMBLE");
EXIT = ();
UPDATE = ();
};
DETONATE = {
ENTER = ("pauseAI:1.0", "setDesiredRangeTo: 50.0", dealEnergyDamageWithinDesiredRange, becomeEnergyBlast);
EXIT = ();
UPDATE = ();
};
}