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Posted: Wed Feb 06, 2008 9:02 pm
by TrashMan
Artman40 wrote:So the following situation is possible:

Image
?
:lol: :lol: :lol:

Oh yeah...Nagaya's gonna Buuuuuuurrrrrrrrrrn! :twisted:

Posted: Wed Feb 06, 2008 9:32 pm
by Kaelis
th15 wrote:Anyways, the encounters already work, it's just that I'm having trouble with the file system. The plan is to stuff the encounter data and .shp files into a compressed archive but currently the archived files are broken. I wanted to do this so that you could retrieve the individual .shp files from an encounter just like opening a .zip file if you wanted to. I'm still trying to get it to work, but if it doesn't then I'll just have to merge everything into one file myself.
Well, does it really need to be a single archive? can't you just load the encounter file and then look for relevant .shp files in the same directory?

Your approach also introduces redundancy, since for each encounter using a certain ship that ships blueprint needs to be included in an archive.

Posted: Wed Feb 06, 2008 11:18 pm
by Master Chief
Artman40 wrote:So the following situation is possible:

Image
?
Lol...OWNAGE, NAGAYA! TIME TO GO TO HAPPY-HAPPY LAND!

Posted: Thu Feb 07, 2008 2:06 am
by Latooni
Kaelis wrote:
th15 wrote:Anyways, the encounters already work, it's just that I'm having trouble with the file system. The plan is to stuff the encounter data and .shp files into a compressed archive but currently the archived files are broken. I wanted to do this so that you could retrieve the individual .shp files from an encounter just like opening a .zip file if you wanted to. I'm still trying to get it to work, but if it doesn't then I'll just have to merge everything into one file myself.
Well, does it really need to be a single archive? can't you just load the encounter file and then look for relevant .shp files in the same directory?

Your approach also introduces redundancy, since for each encounter using a certain ship that ships blueprint needs to be included in an archive.
To be honest, it'd be a pain in the ass to make sure I have the ships in the right folders (I tend to organize), and that I'd have to download ships to run an encounter. I don't even know what you mean by the second part.

Posted: Thu Feb 07, 2008 3:18 am
by Kaelis
Müg wrote:To be honest, it'd be a pain in the ass to make sure I have the ships in the right folders (I tend to organize), and that I'd have to download ships to run an encounter. I don't even know what you mean by the second part.
I am assuming that encounter makers would include ships theyve used anyway.

As for the second part - say you have encounter A and encounter B, and they use the same ship. Now if you use archives for encounters, both A and B need to include the same ship.

...

You know, scratch that. Now that i think about it, considering the size of .shp files and my previous assumption, that doesn't make sense :P

Posted: Tue Feb 12, 2008 6:58 am
by Artman40
Congrats for completing the first part. Now I'm able to create some primitive assault missions. Good luck for evolving it!

Wonder how these timed and waved things work. So at the end it's possible to do not only "kill all of them to spawn next wave" like in Graveyard mission, but also "destroy that/these ship(s)/station(s) to spawn more things?

Posted: Tue Feb 12, 2008 10:06 am
by pwhk
You forgot an important thing: Winning/Losing Conditions!!!

According to the list, the first two and the forth should be easy to program for you, I think. For the third as you have done terrain in Sandbox it should not be difficult. So I expect to write GML!

And yes, remember to add some help for the maker! Maybe put it in F1 Help. I think you might add some GML help on IF/FOR/WHILE statements in the F1.

And, with these I can finally start creating my own scenarios!