[RELEASE] Assassins Guild extra mission. Victim 11

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[RELEASE] Assassins Guild extra mission. Victim 11

Post by Fatleaf »

The story of The Assassins Guild continues with this bolt on mission. Named appropriately 'Victim 11'

So just who is Agent Wombat? What of GuildMaster Nua'etou? He surly wont just let this traitor to stroll into GalCop without something to say about the issue.

What is the player's role? And what does this ship have to do with it?
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Stay tuned for further details,

Grab it here: http://www.boxcn.net/s/r3i4ba6zdmu7fhu7e51j
This OXP is intended for thr player who has completed Assassins Guild and so it is not what you would call easy. Get ready for a fight!
http://wiki.alioth.net/index.php/Victim_11

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Last edited by Fatleaf on Sun Dec 11, 2011 5:42 pm, edited 3 times in total.
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Re: (WIP) Assassins Guild extra mission. Victim 11

Post by Smivs »

This is a prime example of what happens when you fall in with the wrong crowd. Leafy was a nice quiet plant until he met up with those naughty Skunkworks Boys down at DS's, and now look at him.
Making OXPs! :P

Best of luck with this! :D
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Re: (WIP) Assassins Guild extra mission. Victim 11

Post by Mauiby de Fug »

Ooh, you torment us so! Assassins was one of my favourite of all the non-js missions. I enjoyed it immensely. And now more...? Looking forward to it!
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Re: (WIP) Assassins Guild extra mission. Victim 11

Post by Staer9 »

Now that is a good idea, I for one absolutely love assassins.

which makes me wonder... will this trigger off lots of potentially new sub-missions for other already finished missions...
That would be nice :lol:
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Re: (WIP) Assassins Guild extra mission. Victim 11

Post by Cody »

Ha! Boffin!
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And any survivors, their debts I will certainly pay. There's always a way!
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Re: (WIP) Assassins Guild extra mission. Victim 11

Post by Fatleaf »

Weekly Progress Update:

In the config folder,

The descriptions.plist; ......missiontext.plit; ......world-scripts.plist, All complete and working.
The shipdata.plist has only a few updates to finish.

The images folder is complete.
The models folder is complete.
The textures folder is complete.

The mission is scripted and working well up to the main battle.

I am now looking at AI's and a few other things.

So in other words, that's all the straight forward stuff out of the way now to look at stuff that will take a bit longer to learn how to do.
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Re: (WIP) Assassins Guild extra mission. Victim 11

Post by maik »

Added it to the WIP section of the [wiki]OXP List[/wiki].
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Re: (WIP) Assassins Guild extra mission. Victim 11

Post by Fatleaf »

Weekly progress report. The mission is now scripted to allow completion. Only a couple of mission failure bits to do and the AI's. So not very far away now.






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Re: (WIP) Assassins Guild extra mission. Victim 11

Post by Staer9 »

Fatleaf wrote:
Weekly progress report. The mission is now scripted to allow completion. Only a couple of mission failure bits to do and the AI's. So not very far away now.
Waiting in anticipation :D
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Re: (WIP) Assassins Guild extra mission. Victim 11

Post by Fatleaf »

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.
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Re: (WIP) Assassins Guild extra mission. Victim 11

Post by Thargoid »

Some mine-spawned weapons like the Captured Thargons or the Guardian Drones from Aquatics would need to be exempted as well, depending on quite what you are doing and how you are doing it.
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Re: (WIP) Assassins Guild extra mission. Victim 11

Post by Fatleaf »

Code: Select all

this.shipSpawned = function(ship)
{
    if(missionVariables.Victim11 == "STAGE_???" && system.ID == ?? && galaxyNumber == ?)
	{
		if(ship.primaryRole !== "asteroid")
                   {
                       ship.remove(true); 
And so forth. If it is classed as a mine or missile it would be ok. The '?' are to avoid potential spoilers. But for the railgun I had to add a line for each of the sizes. But it all depends on if the actual thing that spawns is treated like a mine. I don't mind adding lines of code to make sure players can use what they wish. It is very easy to do.
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Re: (WIP) Assassins Guild extra mission. Victim 11

Post by Thargoid »

The two I mentioned aren't mines themselves, they are spawned by a mine (used basically as a launcher). There are quite probably several others.

Personally I would not use a script like that, as it would be very risky to remove things that shouldn't be, up to and including the main station if things go wrong (presuming that's not what you actually want to do). But without seeing the full code it's difficult to judge properly.
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Re: (WIP) Assassins Guild extra mission. Victim 11

Post by Fatleaf »

I want to be very specific as to what I want in system. I have made exceptions for the main station and other things and under testing it all works fine with the oxp's I have installed. What I need is for things that I haven't got in my AddOns folder that people use and would want in a battle situation.
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Re: (WIP) Assassins Guild extra mission. Victim 11

Post by Thargoid »

The problem would be you'll be forever updating it - for example if someone comes up with a new weaponry OXP (along the same lines as Railgun for example), then until you explicitly included the role of its projectiles in your exemption, as soon as it's fired then you'll be nuking them by script.

Personally for such a scenario, either I'd set things in a very remote corner of a specific system well away from everything else (like I did in TCAT for the final battle) and then move the player to that area. Then the comings and goings in the main part of the system itself can remain but not really influence everything. Or alternatively use interstellar space with a clean-out first to do something similar.

If that can't be done, then I would do things the other way and explicitly remove roles, rather than removing everything except exempted roles.
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