View Full Version : [SCRIPTS]
INFO RELATED TO SCRIPTS FOR THE BSG MOD GOES HERE.
bojan
06-12-2006, 10:45 AM
Hi!
I have few ideas about scripts for this mod:
Randomly spawn cylon patrol close to fleet. If a patrol is not destroyed in a certain amount of time, all the hell breaks loose…
Special commands for civilian fleet:
Land all transports and jump into specific coordinates.
Resume commercial duties: transports continue with their duties.
Special command for Battlestar:
Fighter organization: organize fighters into wings, squadrons, flights…
Launch fighters: launch all fighters, launch a wing, launch a squadron, launch a flight…
Land: wing, squadron, flight…
Land all fighters: It takes some time to land fighters in normal game, especially if they are engaged in a fight. All fighters land automatically when they are close enough to a battlestar. There is also a trade off. A fighter might get damaged in confusion. Inexperienced pilots damage their fighters more frequently.
Special commands for designated wing, squadron, flight:
Defensive patrol (fly cap)
Protect designated ship
Attack fighters
Attack basestar
Missile attack
Rally together
...
There should be fear running through your veins when you meet a wing of raiders!!!
Keep the good work!
DarkWrath
06-12-2006, 11:26 AM
About the fear statement , it will be , as I don't believe we will leave shields , so 4-5 direct hits...
Darkstorm995
07-12-2006, 11:54 PM
Now I have onlt briefly tried the X3 Demo and it was alright, It seems you guys have most like models( awesome) in order but heres my biggest concern; How will you be doing the physics? I would love if you could capture the same feel of the new series, the zero g. I played a bsg mod for bf2 that did this prett well but not to perfection. IF you guys could do this right i might just donate my heart t o you guys. Oh and can you control the bsg or the basestar?
Edit: merged since its relevant to scripting
I don't think it's possible to change the physics. It's hardcoded.
Elffin
12-12-2006, 10:25 PM
:idea: While researching the different planets, it seems a number of possible sectors in BSG should have nebulae/gas giants/radiation clouds that interfere with electonic systems such as Dradis/communications.
Is it possible....
i) For certain systems is it possible for the scanner range be reduced? ie normal X3 Triplex scanner(Dradis) range is cut down to a small scanning range.
ii) Jump drives that cannot be initiated in close vicinity to 'nebula'/gas planets such as Ragnar
Just wondering also ......
If it possible to land on some of these Moons for some missions in order to locate artifacts (These moons could be actually orbiting 'stations' just textured as planets??) Just me thinking out loud.. :?
-Scanner range can only be adjusted on first load via Globals.txt, but by increasing sector-size youre doing essentially the same, only the other way around.
-engaging of Jumpdrive can be prevented by simply determining distance to an object (a nebula for instance) and for the duration remove the jumpdrive.
-Landings on planets,moons,roids etc are possible as well.
Elffin
12-12-2006, 11:01 PM
Nice one.... :lol: this could lead to an interesting and realistic plot missions like the Ragnar station where the Galactica + vipers have to protect the fleet, while the fleet ships move to a specific location in order to jump.
Absolutely!
If only for reasons of it being one of the coolest scenes in the entire series imo. Gonna be a biatch to pull it off authentically but I'm confident it's doable.
al_main
13-12-2006, 11:33 AM
Scanner range is also easily done. Assuming that all ships built will be equipped as we see fit. Simply need to run a script on the player ship that will remove / add the scanner depending on sector.
A raptor could have its triplex scanner reduced to a duplex scanner if in a nebulea sector. A viper could simply have its duplex scanner removed if in a nebulae. This would then be re-added when reaching another sector. Ofcourse these would neeb to be renamed, probably:
Triplex Scanner -> Dradis (range 30 km)
Duplex Scanner -> Dradis (range 20 km)
(Dummy ware added for no scanner) -> Dradis (Inactive)
Or atleast something along those lines.
Elffin
16-12-2006, 07:40 PM
:?: With reference to nebuales, is it possible in X3 to have a nebula cloud such as x2 were the cloud only partially covers a sector - (been reading in inner sanctum forums for references and its given me ideas!)
It would be pretty cool to have it for the nebulaes and possible a gas cloud for the Ragnar Gas giant.
DarkWrath
16-12-2006, 08:03 PM
AFAIK Mox tried to do that but it was completely removed from X3(X3 doesn't read TNebulas anymore
Star_Raider15
16-12-2006, 08:26 PM
that isnt exactly realistic because a nubulae cloud doesnt simply stop at one point, it disapears in steps
Elffin
16-12-2006, 08:56 PM
Egosoft can be so annoying!!!
Heres an idea that should be in the missions forums (but continues naturally form the previous post)
Ragnar could be a large planet with a small tunnel entrance (a disguised gate - if its possible!) So to find the Ragnar Anchorage you would need to direct your ship towards the tunnel (gate located basically on the surface of the planet). Since Ragnar is a planet - you would then get the usual 'entering atmosphere' warning.
two waysto continue:
i) When entering the tunnel to Ragnar the gate leads you to another 'system' not displayed on the galaxy map and you have to guide BSG to the Station. This different sector could use that thick greenish cloud and you need to locate the Anchorage from within it. When leaving you fly back to the tunnel 'entrance' point and remerge in the original system wih Cylons ready to attack.
OR
ii) This tunnel leads to precreated maze similar to that found in ES fly the asteroid mission - the walls coloured green and would be deadly to ships since it contains all matter of electromagentic radiation. If possible again maybe use the dense green fog effect inside the tunnel to obscure the borders the tunnel sides? Retrace the tunnel exit were Cylons will attack.
I'm sure that you have better ideas regarding this but sometimes it helps having someone who thinks 'differently'
warduke
28-04-2007, 12:43 AM
well, they don't end up past the red line till later in the show. The player should be able to jump to some known sectors for a little while. So just a station in a nebula I would think would be fine and dandy.
However as I posted in the missions section. The player shouldn't have anything to do with the fight out of Ragnar beyond piloting Colonial One and jumping to whatever sector the modders deside on. It allows them to script out the battle in all it's glory.
ninjitsumonk
14-12-2007, 10:10 AM
I don't think it's possible to change the physics. It's hardcoded.
Never say never.
It's not possible to change the physics, no, but what it is possible to do is simulate your own physics on top of the normal ones.
NovaCatt
15-12-2007, 03:40 AM
Hiya Peeps, :wave:
@ Elffin.......
Hiya Mate,
Just To Let You Know: Observe From Over On The AD Forum Has Made A Planet/Base You Can Fly Through (To Access A Gate In The Center Of It, Which Leads To Another Sector), For The XFP Mod....
If You Ask Him, He May Tell You How He Made It..... <-- That Was Just A Suggestion, BTW....... ;):)
HTH,
Cheers & Thranx
Elffin
15-12-2007, 06:31 PM
Thanks NovaCatt.... I really do admire Observe's work & his tutorials have been very helpful.
Bsg and planets is something that has been considered....
Think everybody would like to renact the exit from Ragnar Anchorage as a mission...
@ninjitsumonk - thats great stuff you've done in regards to planet surfaces which may be very useful for us in our mod. So keep up the great work you've been doing.
Landing on Kobol, searching for lost pilots on a moon or landing in the middle of Caprica City would be very cool.... 8)
ninjitsumonk
18-12-2007, 08:29 PM
I'd love to help but I'm not exactly a major fan of bsg, just casually watch it now and then.
If you need help for more general stuff then feel free to ask :).
Elffin
18-12-2007, 11:03 PM
Thanks ninjitsumonk...
I'm sure both mods can help each other :)
I don't know if anyone has mentioned this script yet but I was thinking Cycrow's ECM script could be used as the "swallows" from the raptors?
I have it installed on my x-tended mod game but haven't exactly used it since I always forget about it during a fight. 8)
Has anybody used the ECM script in here? If so do you think it would work the same way a "swallow" does in BSG?
apollo
18-02-2008, 12:05 PM
Hi ML! I haven't tried that script myself yet. I will try it out today if I can. Cheers ML!
oh sorry I ment to post the link last night.
Here :lol:
http://forum.egosoft.com/viewtopic.php?t=140957
apollo
18-02-2008, 06:05 PM
From reading the description, it looks quite good. I think it would only need minor tweaks. Removing two of the kinds of powercell, leaving just the advanced or medium one, and renaming the ware to swallow.
Nice find ML!
Yay, I just got my X3 back up and running again! I think I'm gonna try and test the ECM script. Now I just got to get someone to shoot a missile at me...
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