Posts by rasauul

    None taken .....*cough*



    check out these japanese robot wars, these bots walk a pack a punch:


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    ... re=channel</a><!-- m -->



    Japanese Robot plays the violin
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    More japanese bots
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    Puppy wins, HAHA!
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    Continued....................



    What the hell, no use Bogarding my tutes, share everything except ur woman and ur cigars i reckon. Heres several entry examples and explanaitions.


    Here we go with misc. storyline commands and entries:



    1. Add a section to History (neural net) Log.
    2. Offer a mission in a blue frame.
    3. Add a sub-objective that appears during a mission (unframed).
    4. Dock with planet mission part.
    5. Example of a popup linked to an action.
    6. King follows trent objective entry
    7. Restock playerAmmo in space
    8. this is a timed entry, that reminds you to dock with Pitts
    9. Set Ship and loadout line relating to mission acceptance
    10. Storyline related save action entry
    11. Add your own LVL up message
    12. Proceed with story (juni docks) if within range set by trigger value
    13. Move player to a space location
    14. stop player or npc moving
    15. add a mission credit payout, linked to a Trigger
    16. add more health to a ship, linked to trigger
    17. set player/other faction rep, trigger
    18. add a mission offer from same folder
    19. endgame change + example of loop
    20. delete any remaining mission objectives
    21. First active [trigger] of a mission ini
    22. Explode a npc
    23. Move on when u have killed these guys


    1.
    This adds a new piece to your neural net log(Trigger Command line):
    Act_NNIds = 30035, HISTORY



    2.
    This offers a mission n the blue/green frame(Trigger Command line):
    Act_SetOffer = 21805
    Act_SetTitle = 21800



    3.
    This is a command that appears unframed during a misiion, it displays new objective:
    (trigger line) Act_SetNNObj = mlog_21890 <<this actually links to this objective entry
    [NNObjective]
    nickname = mlog_21890
    state = HIDDEN
    type = ids, 21890



    4.
    [NNObjective]
    nickname = mlog_21870
    state = HIDDEN
    type = rep_inst, Li01, 21870, 24870, 49953, 204, -77117, Li01_02_dock_ring


    Explanation:
    type = rep_inst, A, B, C, D1, D2, D3, E
    A = System (where mission takes place)
    B = Sub-objective
    C = Pop-up window that gives info
    D123 = x,y,z coordinates in 3d space
    E = Name of docking ring



    5.
    Heres a good example of a popup linked to one simple action:
    [Trigger]
    nickname = pmn_levelledup <<<<<name
    Cnd_PlayerManeuver = Dock, Li01_02_dock_ring <<<<when u do this....
    Act_Popupdialog = 21885, 21920, CLOSE <<<<It will "pop" these two lines



    6.
    [ObjList]
    nickname = ol_king_into_formation
    Avoidance = false
    Follow = fauxP1, 100000, 20, -15, -17<<<this line links to two files describing who trent is



    7.
    Act_ActTrig = Restocking
    Act_SetNNObj = mlog_Pick_up_gear


    ;"tractor ur gear"
    [NNObjective]
    nickname = mlog_Pick_up_gear
    state = HIDDEN
    type = ids, 261934


    [Trigger]
    nickname = Restocking
    system = Li01
    Cnd_True = no_params
    Act_SpawnLoot = Restock
    Act_SpawnLoot = RestockA
    Act_SpawnLoot = RestockB
    Act_Popupdialog = 261932, 261933, CLOSE


    [MsnLoot]
    nickname = Restock
    archetype = missile01_mark02_ammo, 160
    string_id = 265147
    rel_pos_obj = Player
    rel_pos_offset = 91, -205, 350
    velocity = 1, 0, 2
    equip_amount = 160
    health = 1.000000
    Can_Jettison = true


    [MsnLoot]
    nickname = RestockA
    archetype = missile01_mark03_ammo, 160
    string_id = 265147
    rel_pos_obj = Player
    rel_pos_offset = 95, -210, 350
    velocity = 1, 0, 2
    equip_amount = 160
    health = 1.000000
    Can_Jettison = true


    [MsnLoot]
    nickname = RestockB
    archetype = missile01_mark01_ammo, 160
    string_id = 265147
    rel_pos_obj = Player
    rel_pos_offset = 99, -213, 350
    velocity = 1, 0, 2
    equip_amount = 160
    health = 1.000000
    Can_Jettison = true



    8.
    [Trigger]
    nickname = dst_kinglandteach
    Cnd_DistShip = outside, Li01_02_dock_ring, Player, 800, 20, TICK_AWAY
    Act_StartDialog = dlg_dockreminder
    Act_ActTrig = com_0995



    9.
    [Trigger]
    nickname = mrp_accept
    Cnd_MsnResponse = accept
    Act_SetShipAndLoadout = li_elite2, msn_playerloadout<<this line, in this location
    or no ship:
    Act_SetShipAndLoadout = none, none



    10.
    [Trigger]
    nickname = bse_philwsave
    Cnd_BaseEnter = Li01_02_base
    Act_Save = bse_save, 32100 <<<<<<<<this line saves the game as the name described by number



    11.
    [Trigger]
    nickname = play_juni_ethercomm
    Cnd_CommComplete = dx_m01_1555_king
    Act_ActTrig = pmn_levelledup2 <<<<<links to entry below, this replaces link to tm_pausebeforejuni
    Act_NagOff = gohome
    Act_AdjAcct= 30000


    [Trigger]
    nickname = pmn_levelledup2
    Cnd_Timer = 3
    Act_Popupdialog = 261936, 261937, CLOSE <<<message about lvling
    Act_ActTrig = tm_pausebeforejuni <<<<<<<links to chapter below


    [Trigger]
    nickname = tm_pausebeforejuni
    Cnd_Timer = 2
    Act_EtherComm = juni_voice_m01a, 216116, Player, dx_m01_1580_juni, -1, pl_female4_head, li_hatcher_body
    Act_ActTrig = com_1580



    12.
    [Trigger]
    nickname = dst_get_help_ca
    system = Li02
    Cnd_DistShip = inside, Player, Li02_02, 80000 <<this sets the range of object u have to be within range of to proceed
    Act_StartDialog = dlg_1090_1130 <<<<start juni speech
    Act_ActTrig = com_1100 <<<<<proceed to this trigger entry



    13.
    ; moveplayer to this space location
    [Trigger]
    nickname = key_to_space
    system = Li01
    Cnd_True = no_params
    Act_MovePlayer = -33761, -14, -26235, 1000



    14.
    [Trigger]
    nickname = Cam_delay
    Cnd_Timer = 4
    Act_GiveObjList = Player, stop_player <<<<<<<<<<<<<<<<<< stop player
    Act_GiveObjList = Juni, stop_player <<<<<<<<<<<<<<<<<<<<stop juni
    Act_GiveObjList = rfighter1, stop_player <<<<<<<<<<<<<<<<stop rfighter
    Act_CallThorn = missions\M03\M03_Rfighter_Encounter.thn, Player
    Act_SetNNObj = mlog_awaiting_objective, OBJECTIVE_HISTORY
    Act_SpawnFormation = rfighters_frm
    Act_MarkObj = lbl_rfighter, 1
    Act_Cloak = lbl_rfighter, false
    Act_GiveObjList = rfighters_frm, rheinlanders_stay_close
    Act_SetVibeLblToShip = lbl_rfighter, Player, REP_NEUTRAL_FRIENDLY
    Act_SetVibeLblToShip = lbl_rfighter, juni_from_willard, REP_NEUTRAL_FRIENDLY
    Act_SetVibeShipToLbl = juni_from_willard, lbl_rfighter, REP_NEUTRAL_FRIENDLY
    Act_ActTrig = d_rfighters


    15.
    [Trigger]
    nickname = mrp_accept
    Cnd_MsnResponse = accept
    Act_RemoveRTC = missions\m09\M009_s050d_Ku06_01_bar_reoffer.ini
    Act_DeactTrig = mrp_reject
    Act_DeactTrig = space_enter
    Act_SetTitle = 23600
    Act_SetOffer = 23605
    Act_SetNNObj = mlog_meet_ozu_in_space
    Act_LockDock = Player, Ku06_to_Ku07_hole, unlock
    Act_SetRep = Player, fc_bd_grp, 0.910000
    Act_AdjAcct = 800000 <<<<<<<simply add this line for same amount of credits
    Act_PlayerCanDock = false
    Act_ActTrig = spe_Ku06_01
    Act_NNIds = 30900, HISTORY
    Act_RandomPop = false
    Act_DeactTrig = always_friendly_kyoto



    16.
    Act_AdjHealth = king, 0.500000 <<<<<<<<king gets hp



    17.
    [Trigger]
    nickname = mrp_accept
    Cnd_MsnResponse = accept
    Act_RemoveRTC = missions\m09\M009_s050d_Ku06_01_bar_reoffer.ini
    Act_DeactTrig = mrp_reject
    Act_DeactTrig = space_enter
    Act_SetTitle = 23600
    Act_SetOffer = 23605
    Act_SetNNObj = mlog_meet_ozu_in_space
    Act_LockDock = Player, Ku06_to_Ku07_hole, unlock
    Act_SetRep = Player, fc_bd_grp, 0.910000 <<<<<<<were setting rep
    Act_AdjAcct = 1000000
    Act_PlayerCanDock = false
    Act_ActTrig = spe_Ku06_01
    Act_NNIds = 30900, HISTORY
    Act_RandomPop = false
    Act_DeactTrig = always_friendly_kyoto



    18.
    Act_AddRTC = missions\m01a\M000_s032a_FP7_01_offer.ini



    19.
    ;changed
    [Trigger]
    system = St03b
    nickname = killed_a_generator
    Cnd_Destroyed = final_generator, 1, ALL
    Act_DeactTrig = mark_generators
    Act_SendComm = king, Player, DX_M13_1040_KING
    Act_ActTrig = killed_a_generator <<<added this line for a repeat of this message


    ;changed
    [Trigger]
    system = St03b
    nickname = watch_endgame_object
    Cnd_Destroyed = final_generator, 5, ALL <<<changed this to 5 from 2 which means now u need to kill 5 generators
    Act_ActTrig = land
    Act_DeactTrig = se_nomads_5_more
    Act_DeactTrig = infinite_waves_more
    Act_DisableEnc = se_nomads_5
    Act_DisableEnc = se_nomads_5_more
    Act_LightFuse = Nomad_City, fuse_dyson_city_wormhole_start
    Act_StartDialog = endgame_dialog
    Act_SetNNObj = null
    Act_RandomPop = true



    20.
    [Trigger]
    nickname = clear_waypoint
    Cnd_SystemExit = ANY <<<<<u might wanna change this line
    Act_SetNNObj = null, OBJECTIVE_HISTORY




    21.
    This decided which [trigger] is the first one active when activating a mission ini


    ;changed (init state OFF)
    [Trigger]
    nickname = key_offer
    ;InitState = ACTIVE <<<<<<<<<<<this line, in this instance deactivated
    Cnd_True = no_params
    Act_RpopAttClamp = true
    Act_SetOffer = 1
    Act_SetTitle = 1
    Act_ActTrig = planetscape_st01_01
    Act_ActTrig = beginning_ether




    22.
    [Trigger]
    nickname = Fugees_03_gets_nuked
    Cnd_timer = 1
    Act_Destroy = refugees_03, 1, EXPLODE<<<<name,amount,action



    23.
    [Trigger]
    nickname = Bounty_hunters_is_dead
    Cnd_Destroyed = Bounty_hunters, 4, EXPLODE
    Act_ActTrig = to_kyoto


    "Reroll ur wow-addiction for a modding addiction" have fun-Rasauul

    Predator drones............the new top guns..................but can they play "great balls of fire"?


    Check out how drones work on this nice vid........i wonder if they are partly AI controlled yet


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    Here microsofts vision of the near future


    <!-- m --><a class="postlink" href="http://www.good.is/post/the-future-according-to-microsoft/">http://www.good.is/post/the-future-acco ... microsoft/</a><!-- m -->


    Check also this new "Augmented Reality" feature were getting on some cell's/pda's


    <!-- m --><a class="postlink" href="http://www.good.is/post/better-choices-through-technology/">http://www.good.is/post/better-choices- ... echnology/</a><!-- m -->

    Here is the future of public transport, imagine a driver with 100 eyes and 5 brains, traffic accidents drop to one tenth in the area where this is implemented succesfully...............maybe in 25 yrs the rich countries of the world will get transitioned to this model


    <!-- m --><a class="postlink" href="http://209.85.229.132/search?q=cache:Nda8hhDlCHoJ:http://www.2getthere.eu/+2getthere&cd=1&hl=da&ct=clnk&gl=dk">http://209.85.229.132/search?q=cache:Nd ... clnk&gl=dk</a><!-- m -->

    Its probably done with the thn............



    Act_CallThorn = missions\m07\M07_Intro.thn, Player
    Act_ActTrig = tr_to_space



    There is no coding to influence Trent's ship and no indication some kind of dummy substitute ship is being used as well.


    However looking down even further, I find the commands that influence player ship but the nicknames of those triggers are not linked anywhere else.


    Hee nice one this objlist is pretty rare, its one of the few places we have objlist order relating to player, this one tells trent to get in formation with juni n quintaine:
    Act_GiveObjList = Player, formup_friends
    after this he will follow wherever those guys go


    this one is interesting, i dont know what it does
    Act_SetPriority = lbl_friends, NORMAL


    Also i think the thn file can move the player ship as well i reckon


    Wow, your project sounds great, cant wait to see it :D Ras out

    Thx alot for the feedback, i think i need to be more precise in my question :)


    here goes:
    For example the storyline command SpawnFormation = a_formation, this order spawn some ships in formation, we know this.


    My question is this:
    Is the command "SpawnFormation" configured in the "Gamebase" or is it a standard Lua command?

    hey Milkman heres my thoughts about the unused commands you found:


    Here we go trying to figure em out:
    Act_SpawnShipRel <<<<<<< done that :D


    Act_SetFlee
    i bet this sets a ship to flee at certain amount of damage
    Possible example:
    Act_SetFlee = juni, 0.700000


    Act_RepChangeRequest
    Why would we need a request? we have all the commands we need for changing reps


    Act_RelocateForm
    This sounds like the Group/formation variant of the MovePlayer order
    maybe; Act_RelocateForm = some_formation, -14500, -13100, 1150, true


    Act_PlayerForm
    this sounds like an enter formation order for the player, like an objlist formation order but for player
    maybe; Act_PlayerForm = ship_name, -1400, 100, 150, -200


    Act_PilotParams
    I reckon this could be about switching pilot AI's, or it could be about changing the target.


    Cnd_CmpToPlane
    Sounds like its talkin about cmp files, maybe not?


    Cnd_JumpgateAct
    this one being a CND aka trigger-starter, i reckon it will fire the trigger when you do something related to a designated jumpgate, maybe:
    Cnd_JumpgateAct = Dock, St01_to_st02_hole



    Cnd_RumorHeard
    this being a CND aka trigger-starter, i reckon it will fire the trigger when you have heard a particular rumor´, maybe like this:
    Cnd_RumorHeard = 393427


    gogo mate, trial and error the helloutta these guys! :D


    Have fun.
    Rasauul

    correction, you designate the formation coords not the spawn coords, i guess this is why they didnt use it.


    If u use this remember to set invulnerability in case your ship spawn too close to a sun/planet

    Hehe figured out one of the unused commands (im kinda proud of this :D )


    The unused commands you mentioned:
    First one actually seems really interesting, and im pretty sure i have guessed what this one does, hehe.


    Act_SpawnShipRel


    What this does is spawn a ship at your designated coords and makes it enter into formation with you in one command line, and here is a working example:
    Act_SpawnShipRel = Dokai_Surabaya, Player, 500, 500, 500, 500, true


    Also check out the trial and error bonus that makes a ship spawn inside the player (below), maybe this could be usefull for something


    Trial and error:
    Spawn a ship relating to another object, for example another ship, this would be real practical when doing spacebattles, since you wouldnt have to worry about the location of the player. Just drop the spawnies relating to the location of the player.


    Im gonna try for an example:
    first the command,
    then =,
    then the ship we wanna spawn,
    then the ship/solar we wanna spawn near
    (use PLAYER cause thats the only reason to create a command like this)
    then X, Y, Z (as in formation),


    Act_SpawnShipRel = 1500, a_ship, Player
    nothing happens


    Act_SpawnShipRel = Dokai_Surabaya, 1500, Player
    spawns at coords unrelated to player


    Act_SpawnShipRel = Dokai_Surabaya, Player, 1500, true
    spawns inside player


    Act_SpawnShipRel = Dokai_Surabaya, Player, 1500, -50, 0, 100
    spawns at coords unrelated to player


    Act_SpawnShipRel = Dokai_Surabaya, 1500, -50, 0, 100, Player
    spawns at coords unrelated to player


    Ha ha, i was wrong, what this does is spawn a ship and makes it enter into formation with you in one command line, and here is a working example:


    Act_SpawnShipRel = Dokai_Surabaya, Player, 500, 500, 500, 500, true