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how do you get a specific person to appear opon accepting a mission? (as opposed to a dude)
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I'm not sure there's a perfect solution, but this might work. Try using Nxxx to move the player to an identical system set to have the pers always appear. I think the pers will immediately jump in, but it might randomly appear right at the syst change. It'll look weird, but it'll get the job done.
(edit) UER&D;: you can set the conditions for the pers to appear, but the frequency can only be controlled from the syst resource.
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(This message has been edited by PBoat101 (edited 01-12-2004).)
Isn't there an NCB field that allows you to set conditions for a pers to appear? Just designate a particular NCB as a prerequisite to having the pers appear, make it appear 100% of the time, and set that NCB when the player accepts the mission.
EDIT: I was going to use this in Fatal Alliance. Player accepts a mission, which activates a pers that they were told about and have to board. Boarding this particular pers activates the next mission (like boarding those derelicts in Nova activates the pirate trap or rescue crew missions).
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(This message has been edited by UE_Research & Development (edited 01-12-2004).)
True, but if you're planning a mission in which you want a pers to appear in a system (or several systems), you can just set them to all have the dude show up. As well, you could use VisBits to hide the systems in which you want the pers to show up and make visible identical replacement systems with 100% appearance rate of pers. If you take the second method, in fact, I'm not sure it's even necessary to use the mission to turn the pers on or off (I'm not exactly sure how appearances work off the top of my mind).
EDIT: My post count did that funny thing again where it's spelled the same way forwards and backwards!
Whoops, wrong topic. How'd this get here?
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(This message has been edited by Katana (edited 01-12-2004).)
Give the pers the 0x0040 flag. However, I think that only works for accepting a mission from a pers after boarding or hailing it.
Quote
From the Nova Bible: 0x0040 When LinkMission is accepted with a single SpecialShip, replace it with this ship while removing this one from play. This is generally only useful for escort and refuel-a-ship missions. Note: if the mission's SpecialShip dde type contains the prs ship's ship type in it, the SpecialShip that's created will be of the same type as the prs ship, regardless of the probabilities in the dde resource. This is to prevent a prs ship from accidentally morphing into another ship type before the player's eyes. If you really do want to have the prs ship be replaced by a SpecialShip of a different type, use a dde in the mission's ShipDude field that doesn't contain the prs's ship type.
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Originally posted by PBoat101: (edit) UER &D;: you can set the conditions for the pers to appear, but the frequency can only be controlled from the syst resource.
Correction: that simply overrides the chances. For every ship created in a system the përs can be created in, there is a 5% chance the përs will be created as well.
UE: Actually, you don't need a përs. Set the ship fields to those appropriate for the ship, set the ShipGoal to "board the ship", and set the OnShipDone field to Sxxx with xxx as the mission activated.
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(This message has been edited by orcaloverbri9 (edited 01-12-2004).)
This may or may not work, depending on how Nova handles having persons in a system.
If you set the person's AppearOn test field to require a specific bit, and then have it always appear in the target system for your mission, if the Nova engine works as I hope (the person will only appear if the bit is set in that AppearOn field, regardless of the percentage. If the condition is not met, it should not be created, even if the probability is 100%), you could set the required bit in the OnAccept field. Remove the bit after mission completion.
This will only work if your mission destination is not a random system, and if the Engine works as I mentioned. The person will not be actually connected to the mission. It will, however, appear in the system.
If you want a goal related to that person, you could create a dude with a custom name and subtitle, to look like the person. If you want to kill it, make sure you set a bit after completion to prevent that person from appearing again.
~ SpacePirate
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ok, i think i need to be more specific. i want to make a mission that can be accepted anywhere, that makes a pers appear, follow you around, and shoot at you until you abort or kill them. so what exactly do i need to do to make that possible?
Originally posted by Cunjo: ok, i think i need to be more specific. i want to make a mission that can be accepted anywhere, that makes a pers appear, follow you around, and shoot at you until you abort or kill them. so what exactly do i need to do to make that possible?
Special ships. There are a number of ship fields in the mïsn resource. You can make them appear to be a përs by giving it a custom name and subtitle.
SpacePirate: You don't need to set a bit upon completion. përses automatically die when you kill them.
Originally posted by orcaloverbri9: **Special ships. There are a number of ship fields in the mďsn resource. You can make them appear to be a përs by giving it a custom name and subtitle.
**
that's all well and good, but i have already made a pers rescource, and now i want it to appear everywhwere, always, to attack you.
That's very well and good, but it's not very feasible. The best way to emulate that behavior would be to make your mission activate automatically an invisible, unabortable mission, with special ships set to follow the player and attack whereever. If you want custom quotes or other such pers features, make new govt and ship resources for the special ships.
If you want the ships to regenerate, check the appropriate flag; otherwise, they'll just die and never appear again if killed by the player. To stop the ships from following the player around, just make another mission abort this invisible mission.
Originally posted by orcaloverbri9: **SpacePirate: You don't need to set a bit upon completion. përses automatically die when you kill them.
Nay. Look closer. I said to use a custom dude resouce to emulate the pers, and set the bit after destroying that special ship. This would make the person never again appear, as if you had killed the actual person.
Well, if you do not want to have it linked to a mission, it is quite simple- merely set it to a government that always attacks the player. It will be created at random, and attack the player. Yet, as we have said previously, there is no easy way to get the person to always appear in the method you had mentioned. However, if you use a variant of my method above, by having the pers set in all systems, the effect would again be emulated.
how often will it show up?
Originally posted by Cunjo: how often will it show up?
Depends on what you tell it. If the resource says "100", it'll always show up.
SpacePirate: Oops. You meant a düde, not a përs. My mistake.
actually, i meant. how often will a pers. show up if i set it to appear in any system. (ASSUMING I DON'T EDIT THE SYSTEMS TO SPECIFY HOW OFTEN) oops, caps, sorry.
Originally posted by Cunjo: actually, i meant. how often will a pers. show up if i set it to appear in any system. (ASSUMING I DON'T EDIT THE SYSTEMS TO SPECIFY HOW OFTEN) oops, caps, sorry.
Actually, setting them all to have the përs wouldn't be too bad, if you used ConText and ResStore.
Originally posted by SpacePirate: **This may or may not work, depending on how Nova handles having persons in a system.
Long ago I tested for seant and his PFE the behavior of unactivated përs in systems they are always meant to be in in EVO. Answer: even in a system in which the përs is set to always be, it won't appear if dead nor if his conditions are not met for him to appear. You should retest it, but I'm confident it will be the same thing in Nova.
AARGH! I'm seeing things in Aprosenf's post. Or, rather, character coding incompatibilities with ÿ's. If Mozilla hasn't been unistalled from the computer I'm currently on I would try different character codings to try but I'm stuck with IE. Great.
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Originally posted by Zacha Pedro: **Long ago I tested for seant and his PFE the behavior of unactivated përs in systems they are always meant to be in in EVO. Answer: even in a system in which the përs is set to always be, it won't appear if dead nor if his conditions are not met for him to appear. You should retest it, but I'm confident it will be the same thing in Nova. **
Buahahaha. Excellent.
Originally posted by Cunjo: **actually, i meant. how often will a pers. show up if i set it to appear in any system. (ASSUMING I DON'T EDIT THE SYSTEMS TO SPECIFY HOW OFTEN) oops, caps, sorry.
There is no need to apologize in your post- they invented a Backspace key for a reason. However, if I recall correctly, there is a 5% chance to have the engine create a pers instead of a dude. The dude will be chosen randomly from all available pers's. In other words, if you do not have a lot of pers's, relatively often, where if you have several hundred, a la nova, especially where most of them are disguised as normal ships, it will be quite uncommon {5*(copies of current pers/total pers resources)%}.
Originally posted by orcaloverbri9: **Actually, setting them all to have the përs wouldn't be too bad, if you used ConText and ResStore.
it would take forever to edit ALL the systems to do that, (not to mention having it be compatible with all the other plugins i want to use...) (is there a better way to insert a pers into the game? (i can't use a dude, because i want there to be a special pict displayed as the hail pic, -like CATS-)