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Re: Hurray! Another multiplayer clone project. :)
Posted: Fri Sep 16, 2016 9:03 am
by kcd.Spektor
Hak86 wrote:This is unrevealed to what the recent posts have been but,
you mean unrelated
Spektor can you teach me how to make a random pirate spawn event for a0.6?
Thanks
Sure, I'll post the content's of an event file once I make the first pirate spawning random event.
Also you can checkout how it was done in a0.5.1
in a0.6 it's basically the same, only the formatting inside the event's xmls has changed a little bit.
Example:
Instead of
<min_event_qty>1</min_event_qty>
it's now
<event_param min_event_qty="1"></event_param>
And you can checkout the event files that are already present in the a0.6
there's an event that spawns in the starting station ship.
Re: Hurray! Another multiplayer clone project. :)
Posted: Fri Sep 16, 2016 2:56 pm
by Omeddy
Hi friends! I need help! I played long time through fast proxy
http://advanced.name/. It was all good, but recently I can't play multiplayer game....

What is the problem? Who can tell me?
Re: Hurray! Another multiplayer clone project. :)
Posted: Fri Sep 16, 2016 3:43 pm
by jrb00001
Omeddy wrote:Hi friends! I need help! I played long time through fast proxy
http://advanced.name/. It was all good, but recently I can't play multiplayer game....

What is the problem? Who can tell me?
What's the error message? Does the proxy support UDP? How do you force the game to use the proxy?
Re: Hurray! Another multiplayer clone project. :)
Posted: Sat Sep 17, 2016 3:39 am
by Hak86
kcd.Spektor wrote:Hak86 wrote:This is unrevealed to what the recent posts have been but,
you mean unrelated
Spektor can you teach me how to make a random pirate spawn event for a0.6?
Thanks
Sure, I'll post the content's of an event file once I make the first pirate spawning random event.
Also you can checkout how it was done in a0.5.1
in a0.6 it's basically the same, only the formatting inside the event's xmls has changed a little bit.
Example:
Instead of
<min_event_qty>1</min_event_qty>
it's now
<event_param min_event_qty="1"></event_param>
And you can checkout the event files that are already present in the a0.6
there's an event that spawns in the starting station ship.
How's this:
Code: Select all
<?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 level="0"/>
<event_param chance="25"/>
<event_param only_empty="1"/>
<event_param sector_type="0"/>
<event_param sector_type="1"/>
<event_param sector_type="2"/>
<event_param sector_type="3"/>
<event_param sector_type="4"/>
<event_param random_ship="1"/>
<event_param min_event_qty="1"/>
<event_param max_event_qty="1"/>
<event_param trigger_message="Looks like you have run into a trap, set up by pirates"/>
<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>
Let me know if I need to change anything.
Re: Hurray! Another multiplayer clone project. :)
Posted: Sat Sep 17, 2016 6:15 am
by kcd.Spektor
Hak86 wrote: Let me know if I need to change anything.
Looks good.
Only thing Is that your ship doesn't have a captain.
So either add:
<ship_param ship_owner="OWNER NAME"></ship_param> (if you want it to belong to some faction for example)
or change for one of the spawned NPCs
<npc_param npc_is_crew="1"></npc_param>
to
<npc_param npc_is_captain="1"></npc_param>
Also to be 100% sure that it works - you need to test it

Maybe I've missed something too

Re: Hurray! Another multiplayer clone project. :)
Posted: Sat Sep 17, 2016 6:31 am
by Hak86
kcd.Spektor wrote:Hak86 wrote: Let me know if I need to change anything.
Looks good.
Only thing Is that your ship doesn't have a captain.
So either add:
<ship_param ship_owner="OWNER NAME"></ship_param> (if you want it to belong to some faction for example)
or change for one of the spawned NPCs
<npc_param npc_is_crew="1"></npc_param>
to
<npc_param npc_is_captain="1"></npc_param>
Also to be 100% sure that it works - you need to test it

Maybe I've missed something too

I left out a captain because i thought that the <ship_ai type="PIRATE_OWNER"></ship_ai> would give it Pirate_owner as the captain (or was this changed?).
EDIT: I did test it but I could find no pirates, maybe you should test it.
Re: Hurray! Another multiplayer clone project. :)
Posted: Sat Sep 17, 2016 6:41 am
by kcd.Spektor
Hak86 wrote:
I left out a captain because i thought that the <ship_ai type="PIRATE_OWNER"></ship_ai> would give it Pirate_owner as the captain (or was this changed?).
Ah, didn't notice it. This should work too.
EDIT: I did test it but I could find no pirates, maybe you should test it.
Try changing the chance to 100% and make sure that you are looking in the right sectors 0-4.
Re: Hurray! Another multiplayer clone project. :)
Posted: Sat Sep 17, 2016 6:46 am
by Hak86
kcd.Spektor wrote:
EDIT: I did test it but I could find no pirates, maybe you should test it.
Try changing the chance to 100% and make sure that you are looking in the right sectors 0-4.
Will do. (0 sector is just a blank one right?)
Re: Hurray! Another multiplayer clone project. :)
Posted: Sat Sep 17, 2016 7:28 am
by Hak86
Hak86 wrote:kcd.Spektor wrote:
EDIT: I did test it but I could find no pirates, maybe you should test it.
Try changing the chance to 100% and make sure that you are looking in the right sectors 0-4.
Will do. (0 sector is just a blank one right?)
It didn't work

Re: Hurray! Another multiplayer clone project. :)
Posted: Sat Sep 17, 2016 7:50 am
by kcd.Spektor
Hak86 wrote:
Will do. (0 sector is just a blank one right?)
It didn't work

Looks like a bug then.
Guess I'll have to check it out
I also found another bug - all shops in a0.6 are broken, they have price 0 always.