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Is there a way to make it so that when a player gets close to something, a variable changes? And no, I don't mean health :p. Some kind of thing like, you get near to this station, and you get a point. Or something similar...
I'm thinking of something, when the idea is more developed, I'll get back to you guys.
------------------ skeptic
I suppose that a BORC could do it, but I can't think of a way to set the variable when you get close. But then, I'm not feeling particularly creative.
Oh, and the BORC is a thing devised in the topics I warned you to avoid.
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Wallflower, i have bad news. You are trying to do something that isnt directly supported. It can be done, but it would be complicated and messy.
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Originally posted by orcaloverbri9: **I suppose that a BORC could do it, but I can't think of a way to set the variable when you get close. But then, I'm not feeling particularly creative.
**
Er, how the hell could you do this with a BORC?! You need a prox triggered thing, as i describe below. For the variable itself we could go with just a single bit (propably the best simplest way), a SOQ (simple outfit quantity) or BORC, or it could flip the bit to increment a RANC. The simple mission bit option is the most sane way to do it.
Accomplishing the proximity thing would require an ugly workaround. I can onyl see doing it rarely and/or for a single spob. I'm seeing an invisible mission activated before going into that system that puts an unmoving invisible hostile cloaked ship with a kamikazi weapon that does zero damage ontop of the spob, with the range equal to how close the player would have to get to the center of the station, and then use the OnShipDone field to evaluate the NCB string. -Az
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(This message has been edited by Azratax2 (edited 01-13-2004).)
Originally posted by Azratax2: **Wallflower, i have bad news. You are trying to do something that isnt directly supported. It can be done, but it would be complicated and messy.
Accomplishing the proximity thing would require an ugly workaround. I can onyl see doing it rarely and/or for a single spob. I'm seeing an invisible mission activated before going into that system that puts an unmoving invisible hostile cloaked ship with a kamikazi weapon that does zero damage ontop of the spob, with the range equal to how close the player would have to get to the center of the station, and then use the OnShipDone field to evaluate the NCB string. -Az**
Agh...I have trouble keeping up with it...BORC, RANC, BITEC, it all means the same thing to me. And I don't really understand that well how it works, but I do knowit's done with ncb's. Sigh
And the workaround you came up with wouldn't work; the observe ship makes it set the goal as complete when you're in the same system.
I don't think your idea is possible, iamwallflower. Sorry. :frown:
Originally posted by orcaloverbri9: **Agh...I have trouble keeping up with it...BORC, RANC, BITEC, it all means the same thing to me. And I don't really understand that well how it works, but I do knowit's done with ncb's. Sigh
I can forgive confusing BORC BONC and RANC. But dont confuse them with BITEC, which doesnt work.
On the workability of my workaround: No no no! Ship goal of destroy - hence the kamikazi weapon on the inviso ship! The engine doesnt care whether Joe-Fed-Cruiser destroys the target, the player destroys target, or target destroys itself launching a 0 damage weapon with ammotype -999. -Az
Considering you're still beginning in designing plugs (no offense intended, just saying you should begin by simple things then very progressively moving to more complicated), flower, as there is no simple built-in-for-this-purpose such thing, you'd better give up now and study the fundamentals instead. Who knows, maybe you will have the possibility to implement it later.
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Zacha: Yep, I know, I was just checking if this was possible, and if it was easy-ish-ish, then maybe I'd give it a shot. I guess not :frown:
Az, maybe they changed this behavior, but I've always been under the illusion that the AI would NEVER use kamikaze-type weapons. They automatically have the "AI ships won't use" flag set (internally). Has this changed, hopefully?
If it hasn't then that workaround wouldn't work. Pretty cool trick, even though.
My idea was along a similar line. What I'd do is have basically the same idea- an invisible mission set up beforehand with an invisible ship. The difference would be this: the ship would be a super-weak planet-type ship, and the player would have an invisible, planet-type PD weapon, with a range set to determine "close". When the player got near, the PD weapon would destroy the invisible target ship and trigger the OnShipDone. Basically, a variant on your idea that doesn't need kamikaze weapons on AI ships. The planet-type specification is to make sure that the weapon isn't shooting normal ships (an unfair advantage, says I). IIRC, when I was still doing Robotech (which relied HEAVILY on planet-type weapons), planet-type PD won't fire at planets themselves, just planet-type ships.
Anyways, Wallflower, I wouldn't recomend this as a starting point either. To much invisible stuff and odd game mechanics.
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Originally posted by Masamune: **Az, maybe they changed this behavior, but I've always been under the illusion that the AI would NEVER use kamikaze-type weapons. They automatically have the "AI ships won't use" flag set (internally). Has this changed, hopefully?
Good idea indeed. Kamakazi weapons are used by the AI (concidering that it would never make sense for the player to use one, thats a gooood thing). I made the light blaster kamakazi, pissed off a fed viper, it got in range and fired one shot and promptly exploded -Az -Az
Hmm... well that's good to know. That means the kamikaze run will be able to work without a hitch. Good stuff!