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Dynaverse.net  |  Taldrenites  |  Starfleet Command Mission Scripting  |  Topic: The Doomsday Machine 0 Members and 1 Guest are viewing this topic. « previous next »
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Author Topic: The Doomsday Machine  (Read 13891 times)
FPF_TraceyG
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The Doomsday Machine
« on: August 09, 2003, 11:25:27 am »

I've written a script that attempts to follow the storyline from the TOS episode, The Doomsday machine. I'm finding that everything works properly, until the DM is killed and becomes a Dead DM, and the mission crashes. As far as I can tell, its not even reaching the mOnDeath method called when its killed. I suspect that something peculiar happens with the Doomsday Machine, it doesnt actually blow up, but is replaced by a 'dead' version of itself (since the Dead DM is still there). This leads me to believe the game engine has a set of functions hard-coded for the DM, and when killed, a new 'dead' DM is created in its place, which is of course a different 'ship', and therefore, all the pointers I initialised to point to the old one, are no longer valid (which might explain why my mission crashes).
Has anyone written a script using the Doomsday Machine before? Did it work and is it just something I am doing? Or, has this problem been encountered before and there is a workaround for it?
The script was written for OP, by the way.
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Rogue
Guest


Re: The Doomsday Machine
« Reply #1 on: August 09, 2003, 12:31:44 pm »

Sorry if this is a silly question, however, is the path to the dead doomsday machine still valid? I think you are right in that it gets replaced by an entirely new model (mdd from mdm) upon destruction and can/will CTD if the .mod path or name is different than what it asks for. All this you seem to be aware of, but did you check the model folder and see if it stil exists and that the name is right? As I don't do mission API stuff it is the only check I can think of.    
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FPF_TraceyG
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Re: The Doomsday Machine
« Reply #2 on: August 09, 2003, 10:49:25 pm »

Yes, the dead model is pointed to correctly, I'm using FireSoul's 3.0 list. The 'live' model does actually get replaced with the 'dead' one for about half a second, then the mission crashes.
« Last Edit: December 31, 1969, 06:00:00 pm by Tracey Greenough » Logged
Rogue
Guest


Re: The Doomsday Machine
« Reply #3 on: August 10, 2003, 08:29:58 am »

Ya, I thought you knew that. It was the only thought that occured to me reading you description. "Gosh, could it be the model path is the culprit?" As far as what event the game wants that is missing I wished I could say. Don't you love being faulted by a machine for not using or including the right phrase? It's as though you didn't say "Mother, may I."  
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FPF_TraceyG
Guest


Re: The Doomsday Machine
« Reply #4 on: August 10, 2003, 11:32:56 am »

Well, it was a thought, thanks anyway...
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FPF_TraceyG
Guest


Re: The Doomsday Machine
« Reply #5 on: August 10, 2003, 01:40:35 pm »

Ok, well I fixed it.. it seemes to work if the Doomsday Machine team is a NPC team. Not sure if this is because of something else I have in the code, or if the DM needs that setting to work. But, its working.
« Last Edit: December 31, 1969, 06:00:00 pm by Tracey Greenough » Logged
Klingon Fanatic
Guest


Re: The Doomsday Machine
« Reply #6 on: August 10, 2003, 04:16:41 pm »

Quote:

Well, it was a thought, thanks anyway...  




Sounds great Tracey! Are your scripts available somewhere?

KF
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FPF_TraceyG
Guest


Re: The Doomsday Machine
« Reply #7 on: August 10, 2003, 04:44:48 pm »

Yes, you can download them from here:
SFC2 OP Missions
These are a set of patrols that will be used on the Storm Season II campaign for OP. I will, however, be making another recompile soon though. I dont have a download link for the EAW missions yet.
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Rod O'neal
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Re: The Doomsday Machine
« Reply #8 on: August 10, 2003, 06:06:40 pm »

Thanks Tracy. It's much appreciated. Looking forward to the others too.  
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Klingon Fanatic
Guest


Re: The Doomsday Machine
« Reply #9 on: August 14, 2003, 11:27:00 am »

Tracey,

Is there anyway of turning off the 'you can kill a Doomsday Machine with a fighter/shuttle' ability? I can't tell you how many times I've used a FCV and had a fighter squadron fly through the thing hit it and kill it. Ridiculous!

Also if I were to get you a copy of FASA Trek's scenario "A Doomsday Like Any Other" would you be inclined to create a mission based or two on it? I lone Chandley class would be the star of the show out in the FASA OUTBACK (Gorn-Romulan-Federation Frontier). I envision part 1 to be rescue a small merchant/pirate ship carrying a control device.  Part 2 is ?oh my god, the DM is going to eat planet Ectair? if we don?t acquire/capture and ram a luxury liner down its throat (fails). Part 3 involves sending a boarding party on it to capture it before a Romulan squadron decides to capture it for themselves?

Qapla!

KF
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Klingon Fanatic
Guest


Re: The Doomsday Machine
« Reply #10 on: August 15, 2003, 07:25:16 am »

Check out the Doomsday Machine here in this model pack:

 I did a search on STMODDIRECTORY for "SFC Model Pack" and bam! I got the d/l link:

http://www.stcd.sgnonline.com/network/sfcmods.htm

I LOVE the Doomsday Machine included in this pack! Looks more accurate IMHO.

Now we have:

1. Stock Taldren
2. Stock Retexture John Stone
3. Azel's TNG version
4. this one.

 
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Pestalence
Guest


Re: The Doomsday Machine
« Reply #11 on: August 15, 2003, 08:39:13 pm »

Tracey,

is it possible for you to compile it for a Skirmish mission?

or a Multi-player Mission for GSA?

I would love to create a custom shiplist based on your script and the model listed in the post above...

I wanted to take FS's Shiplist and add in the Planet Killer Doomsday Machine into an entry and giving it a high warp value,  moderate to low impulse, slow accelleration value, slow turn value, an extremely hard hull and high armor, 4 Fusion Cannons FA only, and tractors, No transporters and lots of marines (to prevent capture)

Now hopefully in game the model will not be able to Ram, and also, hopefully someone can help me thing of a way to where it will do lots of damage per volley.... while at the same time, trying to keep it looking like the TOS episode....

Thanks
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Klingon Fanatic
Guest


Re: The Doomsday Machine
« Reply #12 on: August 15, 2003, 11:34:36 pm »

Speaking of Doomsday Machines:

http://208.57.228.4/ubbthreads/showflat.php?Cat=&Board=UBB11&Number=148729&Main=148723#Post148729

Something I've been up to...

Qapla!

KF
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FPF_TraceyG
Guest


Re: The Doomsday Machine
« Reply #13 on: August 16, 2003, 05:22:58 am »

The Doomsday machine UI in the shiplist appears to give it special properties. It cannot take damage, it cannot be boarded or hit and run. It can be killed by 'anything' colliding with the 'maw' of the model, including a fighter or shuttle.
To get around this, for SS2, I asked Jeff to place 4 AMD12 on the DM. This kills shuttles quickly, and usually gets most fighters as well. I also asked him to replace the stock PPDs on the DM with TRHs (Heavy Tractor-Repulsor Beams),since PPDs dont work at close range. Alternatively, a Mauler might also work well.
I've almost finished the mission script, no more problems with it so far.
Here's a pic someone took whilst testing the game in mission for me.

As for other Doomsday scenarios, by all means, you can either post any info here, or send to my email address FPF_TraceyG@hotmail.com
Oh, I see no reason why a Doomsday script can't be written for skirmish either.  
« Last Edit: December 31, 1969, 06:00:00 pm by Tracey Greenough » Logged
Rod O'neal
Guest


Re: The Doomsday Machine
« Reply #14 on: August 17, 2003, 01:01:57 am »

Tracy,
 Something else that might, or might not, have something to do with the DD machine acting differently in scripts. when you run Dave Wessels' "shiplist checker" on the shiplist it returns this error

Unable to open model file "./assets/models/mdm/mdm_brk.mod" for M-DMS, line 1006
Unable to open model file "./assets/models/mdm/mdm_brk.mod" for M-DMM, line 1007
Unable to open model file "./assets/models/mdm/mdm_brk.mod" for M-DML, line 1008
Unable to open model file "./assets/models/mdd/mdd_brk.mod" for M-DMD, line 1009

There are no _brk.mods for the doomsday monsters. They use the mdd.mod as a _brk.mod, don't they? Maybe there's something coded in the game, or something needs to be added to the code of scripts, or both, to make the mdd.mod be called as the _brk.mod when the monster's killed.

I don't know if this info matters at all or not. I thought it might though, so I decided to pass it along.    
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FPF_TraceyG
Guest


Re: The Doomsday Machine
« Reply #15 on: August 17, 2003, 03:03:10 am »

Interesting. When the Doomsday Machine is killed, it doesn't blow up, but reverts to the 'dead, Doomsday model. The above would explain that. I never actually looked at the pointers for the models in the shiplist to be honest.
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Klingon Fanatic
Guest


Re: The Doomsday Machine
« Reply #16 on: August 18, 2003, 05:39:55 pm »

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atheorhaven
Guest


Re: The Doomsday Machine
« Reply #17 on: August 20, 2003, 05:39:29 pm »

Btw Tracey.. when you do this one up, you might also consider looking at this (for fun)..


http://www.themackiestuff.com/atheorhaven/html/userfiles/ships/trek/sfc2/TOS_TDDM_constellation_SFC2.zip

Did this up a while back and it'd go nicely with the new Doomsday Machine... it was done up for playing with the MDM scenario.    
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FPF_TraceyG
Guest


Re: The Doomsday Machine
« Reply #18 on: August 20, 2003, 06:28:26 pm »

Ooooh, I've been looking for a model just like that one!! Thanks...
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atheorhaven
Guest


Re: The Doomsday Machine
« Reply #19 on: August 20, 2003, 06:37:26 pm »

No problem Tracey.. and for proper testing, you should also grab Lord Schtupp's TOS Enterprise.. it's the one that I kitbashed this Connie from (with permission).  It'll expand the milk of the experience and help fill it all full of TOS Trek-crunchy goodness.

http://www.frost-works.com/schtupp/cruisers.htm

 
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Pestalence
Guest


Re: The Doomsday Machine
« Reply #20 on: August 20, 2003, 07:24:16 pm »

Tracey,

This is the TOS Enterprise that I have

Code:
Credits
The Original Series Constitution Cruiser (refit for series run)


Original mesh by Moon (Thanks, man!)

Based on a design by Franz Joseph and Paramount's Star Trek series

Mesh reworked by Lansing (Mike Callahan)

Textures by Lansing

Design advice, HEAVY research and additional textural work by Brian Zinkle, Ghost and Anduril.




Taldren Model Viewer :














______ ------------------- _______________ ----------------- ______________ ----------

In Game Shots :











I can make this one available for DL as i do not know which site i got it from....

just let me know, oir email me at pestalence@startrek.net

Atherohaven, Excellent Constellation model you have there for the damaged ship.. i love it and it wiould be perfect for this senario...

hopefully this can be made to where the shiplist could be custom for the additional model(s) so all i would have to use is Ship Edit OP to change the weapon specs....

Thanks..

BTW any word on GSA mission.. I would make one using FMSE, but those are not OP compatible...

also Single player Skirmish would be wonderful as well...

Thanks.

« Last Edit: December 31, 1969, 06:00:00 pm by Pestalence » Logged
Klingon Fanatic
Guest


Re: The Doomsday Machine
« Reply #21 on: August 22, 2003, 02:34:19 pm »

Tracey,

Please give us an update on the state of your script.

Qapla!

KF
« Last Edit: December 31, 1969, 06:00:00 pm by Klingon Fanatic » Logged
FPF_TraceyG
Guest


Re: The Doomsday Machine
« Reply #22 on: August 22, 2003, 04:50:55 pm »

Its almost finished. I'm a bit busy trying to get missions done for SS2 as well, so its a bit slow going. I have encountered a problem with transporter objects. Originally, I had in the script you beam aboard an engineering team onto the crippled ship, the ship then begins to repair. Shortly thereafter, a survivor is found, the ship's captain and you beam him back. At this point in the script, the transporter icons go hay wire and ever object on the map shows exactly the same transporter icons in its display panel. I've seen this happen in one of Dave's missions as well, where you have to rescue a spy aboard a ship, and every enemy ship ends up showing the spy on board.
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Klingon Fanatic
Guest


Re: The Doomsday Machine
« Reply #23 on: August 25, 2003, 01:29:36 pm »

Tracey,

Thank you for the update!

I am so looking forward to playing this and the ANY other missions you are planning to release.

Best wishes,

KF
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atheorhaven
Guest


finally figured it out.. resize of the MDM is complete..
« Reply #24 on: September 09, 2003, 06:15:20 pm »

And I also retouched the dead DM a bit as well to match a little more and give it a bit more of the "burnt-out" look.

The biggest issue I was having though with it was the placement of the maw effect.  It was either too far in, or too far in front.  Well, I got it today.  The only problem is that the effect now doesn't fill the mouth of the maw (because it was hardcoded I think for the original sized one, and this one is 200% larger than that now), but oh well.. you can only do so much.  

But it's now complete and ready for download.  I'll crosspost this over to the Mission Scripting forum as well because then Tracey'll know for her Doomsday script.

But here's a shot of the final result...


I guess I'll get this up for download asap... Enjoy guys..
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Klingon Fanatic
Guest


Re: finally figured it out.. resize of the MDM is complete..
« Reply #25 on: September 09, 2003, 07:44:14 pm »

Looks awesome! No more 'sports coup' version! Yeah!

Well done Atheorhaven!


Tracey,

please give us some news....


KF
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atheorhaven
Guest


Re: finally figured it out.. resize of the MDM is complete..
« Reply #26 on: September 09, 2003, 08:06:50 pm »

As I mentioned in the Mods forum though, we're going to need spacecadetglowuk's permission before we can release this.  This is primarily his work, I only resized it and then created the MDD texture based on his MDM texture.  So this doesn't get out unless he's okay with it.. :/
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atheorhaven
Guest


Re: finally figured it out.. resize of the MDM is complete..
« Reply #27 on: September 10, 2003, 12:36:37 pm »

Cross-posting from the Models forum:

Quote:


TheBigCheese
Commander
Reged: 03/03/02
Posts: 1195
Loc: Trafford,UK
 Re: Finally figured it out.. KF's request for resize of spacecadetglowuk's MDM done!
   #166131 - 09/10/03 11:05 AM

space gave permission for anyone to use and kitbash any model at his old site, so go ahead and release it  




Fabulous.. thanks for the update.

Now that there's a go-ahead.. here's the link to it (and I'll cross-post this to the Scripting forum as well so that Tracey knows)..

http://www.themackiestuff.com/atheorhaven/html/userfiles/ships/trek/sfc2/spacecadetglows_mdm_resize.zip

This includes the Live and Dead versions of the rescaled Doomsday machine in their proper folders.  Just unzip with folder names from the \assets\models directory and they should open in the right place.  
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atheorhaven
Guest


Re: finally figured it out.. resize of the MDM is complete..
« Reply #28 on: September 17, 2003, 09:14:11 am »

Just wondering what's happening with this script..
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FPF_TraceyG
Guest


Re: finally figured it out.. resize of the MDM is complete..
« Reply #29 on: September 18, 2003, 10:17:37 am »

Sorry I havent replied here for awhile, I've been playing a lot on SS2 lately and havent done any scripting for awhile.
I still have a few things to add to it, and ran into a problem with transporter objects. Intitially I had wanted the engineering team beamed aboard the crippled ship to find the ship's captain, who you then beam back. After this, a bried dialogue about the planet killer would appear and then you go off to fight it. Unfortunately, for some reason, when the 'Captain dude' transporter item is added to the crippled ship (which still has the enginerring team on board by the way), every ship in the game then shows both transporter items in the transporter panel. Not sure how to fix this yet, but basically, this is the only thing holding up the script.
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