Author
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Topic: Bare-bones OP multiplayer script request (Read 5297 times)
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Skaren
http://www.evensong.us/images/avatars/ban.jpg
Lt. Junior Grade
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Posts: 448
Resistance is Futile
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If while your in there you can make the multiplayer capture work with the damage dump of sector assault, that would just be a dream indeed. That damage dump is what allows my campaigns to run,.. can't keep track of damage from battle to battle sucks !! Magnums is the only one to do that. No chance you can just cut and copy that over eh 
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NuclearWessels
Evil Dave
Serverkit Development Team
Lt. Commander
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Posts: 1103
Scripter and general nuisance
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Give this a bump when I get to working on it and I'll try to incorporate a damage dump/read (esp. since we're already reading ship stats from the shiplist anyway).
Actually I've got a few thoughts on a mission configuration/setup option (for multiplayer scripts at least) that I'll run past you when I get started on this. (I'd like to set it up so you can specify up to 6 human teams plus 6 AI teams, with up to six ships each, and identify starting position, supplies, and damage through a configuration file.)
dave
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Skaren
http://www.evensong.us/images/avatars/ban.jpg
Lt. Junior Grade
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Gender: 
Posts: 448
Resistance is Futile
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I have seen you work some impressive magic,.. warping during game etc.
That would be a dream come true. Don't you see it as too many bug potentials ?
With capture I always worry about the 4th ship, if the game cannot handle 4 ships,..
Hey even if the ships that got captured just sat there and shut down that would be good enough for me.
Well so long as it gets recorded as captured and has damage ratings at dump time.
That damage dump/import option by Magnum is key. It is the only mod that allows continuous play across the campaign. By having it our crew can track damage, do repairs etc. Without it my campaigns are not possible.
I have found Magnums Sector Assault gets a little flaky if you start meddling with the load outs. We keep it basic and it works fine, the only thing we play with is drone speed, that also works fine.
Any additions to that multiplayer script would be wicked cool !
Thanks for even thinking about it.
S
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Kid Carrson
Ensign
Offline
Posts: 171
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Dave:
My hope would be that captured ships try to exit the map at best speed (assuming that's easier and less buggy than allowing the team capturing the ship to take control).
Everything you're talking about sounds awesome. I'll tell you that we've really enjoyed the warp capability.
KC
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Skaren
http://www.evensong.us/images/avatars/ban.jpg
Lt. Junior Grade
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Gender: 
Posts: 448
Resistance is Futile
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So in screwing around with Sector assault I find capture in there.
It works but if anyone goes to the captured ships screens it crashes. Seems like as long as no one trys to control the captured ship it may work ?
Further testing with the crew is under way
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Kid Carrson
Ensign
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Posts: 171
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Bump! Hoping Dave sees this thread! Hoping capture can be made to either keep the captuered ship or have it try to exit the map when captured. Thanks.
KC
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NuclearWessels
Evil Dave
Serverkit Development Team
Lt. Commander
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Posts: 1103
Scripter and general nuisance
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Gads, has it really been 8 months since I looked at this thread?!!
Sorry guys - will get on it asap ... RL has been a bear recently
dave
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Skaren
http://www.evensong.us/images/avatars/ban.jpg
Lt. Junior Grade
Offline
Gender: 
Posts: 448
Resistance is Futile
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You slackard Dave  So testing shows the capture works if it is the last ship controlled by that player. Otherwise sure enough if the original owner of a ship that was captured goes to do anything control wise to the ship, it bombs. So it looks like for our campaigns the crew is moving towards using capture but only on the last ship a player is running. It does not make sense much, but it does work and will give our players to ability to get the occasional capture.
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Kid Carrson
Ensign
Offline
Posts: 171
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Dave:
Any luck on this project?
My wife's having our 3rd boy (and future SFC OP player) next week. The first and second ones are already big players (even use ship edit & excel to tweak and add ships).
It seems like the oldest one, a 10 year old, asks me every week if Mr. Vessels has been able to make the multi-player skirmish with capture.
If you get the chance, we'd appreciate it. If not, we're still very thankful for all of the work you've done over the years.
KC
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Spider
Ensign
Offline
Posts: 2
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The link for the capture and warp scripts no longer works, can we still download these scripts?
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