Hurray! Another multiplayer clone project. :)

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Hak86
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Re: Hurray! Another multiplayer clone project. :)

Postby Hak86 » Thu Sep 29, 2016 3:50 am

@Spektor I tested this and I didn't work, where did I go wrong? Am I testing it wrong?
Do you think you could make a guide on the wiki: How to create an event?

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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<events>
   <event type="SECTOR_ENTER" name="Pirate trap SEC(0-4) LVL(0) SHIPS(1)">
      <event_param nonstop="1"></event_param>
      <event_param level="0"/>
      <event_param chance="100"/>
      <event_param only_empty="1"/>
      <event_param min_event_qty="1"/>
      <event_param max_event_qty="1"/>
      <event_param chain_event="PIRATE_LIGHT_SCOUT"></event_param>
      <event_param trigger_message="Looks like you have run into a trap, set up by pirates"/>
      <condition type="SECTOR_TYPE_PRESENT">
               <condition_param sector_type="0"></condition_param>
               <condition_param sector_type="1"></condition_param>
               <condition_param sector_type="2"></condition_param>
               <condition_param sector_type="3"></condition_param>
               <condition_param sector_type="4"></condition_param>
            </condition>
   </event>
   <event type="SPAWN_SHIP" name="PIRATE_LIGHT_SCOUT">
      <event_param nonstop="1"></event_param>
      <event_param random_ship="1"/>
      <event_param min_event_qty="1"></event_param>
      <event_param max_event_qty="1"></event_param>
      <add_ship>
         <ship_param gen_ship_model="PIRATE_LIGHT_SCOUT_L1_1"></ship_param>
         <ship_param gen_ship_model="PIRATE_LIGHT_SCOUT_L1_2"></ship_param>
         <ship_param gen_ship_model="PIRATE_LIGHT_SCOUT_L1_3"></ship_param>
         <ship_param gen_ship_model="PIRATE_LIGHT_SCOUT_L1_4"></ship_param>
         <ship_param ship_qty="1"></ship_param>
         <ship_param ship_name="Pirate scout"></ship_param>
         <ship_param random_pos="1"></ship_param>
         <ship_param min_missile_ammo="6"></ship_param>
         <ship_param max_missile_ammo="12"></ship_param>
         <ship_param min_drone_ammo="6"></ship_param>
         <ship_param max_drone_ammo="12"></ship_param>
         <ship_param min_scrap="26"></ship_param>
         <ship_param max_scrap="52"></ship_param>
         <ship_param min_health="6"></ship_param>
         <ship_param max_health="24"></ship_param>
         <ship_param distress="Someone please help"></ship_param>
         <ship_ai type="LIFE_SUPPORT"></ship_ai>
         <ship_ai type="SENTRY"></ship_ai>
         <ship_ai type="PIRATE_OWNER"></ship_ai>
         <spawn_npc_on_ship>
            <npc_param npc_qty="1"></npc_param>
            <npc_param npc_is_crew="1"></npc_param>
            <npc_param npc_random_name="1"></npc_param>
            <npc_param npc_race="HUMAN"></npc_param>
            <npc_param npc_home_system="PILOTING"></npc_param>
            <npc_param npc_spawn_at_home="1"></npc_param>
            <npc_ai type="NPC_LIFESUPPORT"></npc_ai>
             <npc_ai type="NPC_FIREMAN"></npc_ai>
            <npc_ai type="NPC_REPAIRMAN"></npc_ai>
            <npc_ai type="NPC_WORKER">
               <npc_ai_param SYSTEMS="SHIELDS:PILOTING"></npc_ai_param>
               <npc_ai_param WORK_TIME="10"></npc_ai_param>
            </npc_ai>
            <npc_ai type="NPC_TALKER">
               <npc_ai_param TIMER="30"></npc_ai_param>
               <npc_ai_param RAND="1"></npc_ai_param>
               <npc_ai_param MES="Give us all of you scrap!"></npc_ai_param>
               <npc_ai_param MES="Or we'll blow you to small pieces!"></npc_ai_param>
               <npc_ai_param MES="Your ship will make good scrap!"></npc_ai_param>
               <npc_ai_param MES="I'm going to salvage what's left of your ship!"></npc_ai_param>
               <npc_ai_param MES="I'm going to use the scrap from your ship to upgrade my Poop deck!"></npc_ai_param>
            </npc_ai>
         </spawn_npc_on_ship>
         <spawn_npc_on_ship>
            <npc_param npc_qty="1"></npc_param>
            <npc_param npc_is_crew="1"></npc_param>
            <npc_param npc_random_name="1"></npc_param>
            <npc_param npc_race="HUMAN"></npc_param>
            <npc_param npc_home_system="OXYGEN"></npc_param>
            <npc_param npc_spawn_at_home="1"></npc_param>
            <npc_ai type="NPC_LIFESUPPORT"></npc_ai>
             <npc_ai type="NPC_FIREMAN"></npc_ai>
            <npc_ai type="NPC_REPAIRMAN"></npc_ai>
            <npc_ai type="NPC_WORKER">
               <npc_ai_param SYSTEMS="DOOR_CONTROL:OXYGEN"></npc_ai_param>
               <npc_ai_param WORK_TIME="20"></npc_ai_param>
            </npc_ai>
         </spawn_npc_on_ship>
         <spawn_npc_on_ship>
            <npc_param npc_qty="1"></npc_param>
            <npc_param npc_is_crew="1"></npc_param>
            <npc_param npc_random_name="1"></npc_param>
            <npc_param npc_race="HUMAN"></npc_param>
            <npc_param npc_home_system="SHIELDS"></npc_param>
            <npc_param npc_spawn_at_home="1"></npc_param>
            <npc_ai type="NPC_LIFESUPPORT"></npc_ai>
             <npc_ai type="NPC_FIREMAN"></npc_ai>
            <npc_ai type="NPC_REPAIRMAN"></npc_ai>
            <npc_ai type="NPC_WORKER">
               <npc_ai_param SYSTEMS="SHIELDS:LASER_WEAPONS"></npc_ai_param>
               <npc_ai_param WORK_TIME="20"></npc_ai_param>
            </npc_ai>
         </spawn_npc_on_ship>
         <spawn_npc_on_ship>
            <npc_param npc_qty="1"></npc_param>
            <npc_param npc_is_crew="1"></npc_param>
            <npc_param npc_random_name="1"></npc_param>
            <npc_param npc_race="HUMAN"></npc_param>
            <npc_param npc_home_system="ENGINES"></npc_param>
            <npc_param npc_spawn_at_home="1"></npc_param>
            <npc_ai type="NPC_LIFESUPPORT"></npc_ai>
             <npc_ai type="NPC_FIREMAN"></npc_ai>
            <npc_ai type="NPC_REPAIRMAN"></npc_ai>
            <npc_ai type="NPC_WORKER">
               <npc_ai_param SYSTEMS="ENGINES:HYPERDRIVE"></npc_ai_param>
               <npc_ai_param WORK_TIME="20"></npc_ai_param>
            </npc_ai>
         </spawn_npc_on_ship>
      </add_ship>
   </event>
</events>
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kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Thu Sep 29, 2016 9:58 am

Hak86 wrote:@Spektor I tested this and I didn't work, where did I go wrong? Am I testing it wrong?
Do you think you could make a guide on the wiki: How to create an event?

The only thing that is not needed in this file is this line:
<event_param only_empty="1"/>
I've removed it form the event params.

Other than that - it's correct and It's working for me.
So I suppose that you just need the latest version of the game to see it working too.

I will release the new version as soon as I get the trailer for the game and post in on Greenlight.

Or if you add me on skype, I can send you the latest build there.
BL00DYzero
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Joined: Fri Sep 30, 2016 1:46 am

Re: Hurray! Another multiplayer clone project. :)

Postby BL00DYzero » Fri Sep 30, 2016 2:01 am

Hello! Let me start by saying you've done excellent work on this project, and I'm looking forward to seeing how it progresses in the future.

That being said, I've been fiddling with the game a little bit, and certain shops (it appears to be all besides the repair station) seem to not have a price system, causing all their stock in missiles, systems, etc. to be free. I was curious as to whether this is an unfinished feature, or I'm just doing something wrong.

I've noticed that in their system files SYS_SHOP.sys and MIS_SHOP.sys have the variables MAX_PRICE and MIN_PRICE, but they don't seem to actually change anything in game. I've also noticed that the repair station has its price controlled by the config.cfg file.

Would you mind clearing this up for me? It would be much appreciated.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Fri Sep 30, 2016 5:04 am

BL00DYzero wrote:Hello! Let me start by saying you've done excellent work on this project, and I'm looking forward to seeing how it progresses in the future.

Hi, and thanks for the kind words. :)
That being said, I've been fiddling with the game a little bit, and certain shops (it appears to be all besides the repair station) seem to not have a price system, causing all their stock in missiles, systems, etc. to be free. I was curious as to whether this is an unfinished feature, or I'm just doing something wrong.
I've noticed that in their system files SYS_SHOP.sys and MIS_SHOP.sys have the variables MAX_PRICE and MIN_PRICE, but they don't seem to actually change anything in game. I've also noticed that the repair station has its price controlled by the config.cfg file.
Would you mind clearing this up for me? It would be much appreciated.

Indeed there's a bug in a0.6 that shops prices don't work.
It's fixed in the next release.
I will make the next release public once I'm done creating the trailer for Greenlight.
If you want - you can participate in the closed beta test of the latest build with single/coop campaing.
For that - just message me on skype(kcd.Spektor) and I will send you the files.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Fri Sep 30, 2016 7:11 pm

Manters wrote:I might be able to help with the trailer; what bit are you guys stuck at?

At the beginning :lol:
Manters
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Re: Hurray! Another multiplayer clone project. :)

Postby Manters » Fri Sep 30, 2016 10:02 pm

kcd.Spektor wrote:
Manters wrote:I might be able to help with the trailer; what bit are you guys stuck at?

At the beginning :lol:


:D

I may be able to help with that; I have a few Ideas for a trailer, but need to finish up an animation for my youtube channel, so that should be tomorrow and Sunday, but a I'll try to post my ideas here tomorrow.
kcd.Spektor
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Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Sat Oct 01, 2016 8:40 am

Manters wrote:I may be able to help with that; I have a few Ideas for a trailer, but need to finish up an animation for my youtube channel, so that should be tomorrow and Sunday, but a I'll try to post my ideas here tomorrow.


Oh, sorry, I do have a script of what I want to have in the trailer.
There's just nobody to record and montage it.
I can't do it on my laptop, because it's too old. :(
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Hak86
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Re: Hurray! Another multiplayer clone project. :)

Postby Hak86 » Sat Oct 01, 2016 10:42 am

kcd.Spektor wrote:There's just nobody to record and montage it.
I can't do it on my laptop, because it's too old. :(

I might be able to help with the montage part, recording I have never done before.
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Manters
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Re: Hurray! Another multiplayer clone project. :)

Postby Manters » Sat Oct 01, 2016 3:10 pm

Hak86 wrote:
kcd.Spektor wrote:There's just nobody to record and montage it.
I can't do it on my laptop, because it's too old. :(

I might be able to help with the montage part, recording I have never done before.


I could record the footage. I need to download this again anyway.
kcd.Spektor
Posts: 586
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Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Sat Oct 01, 2016 8:00 pm

Manters wrote:I could record the footage. I need to download this again anyway.

Then add me on skype(kcd.Spektor) so I can send you the latest version and the script for the Trailer.

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