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Re: Hurray! Another multiplayer clone project. :)

Posted: Tue May 03, 2016 6:32 am
by Srul
When Spektor says that 0.4 will come out soon

Image

(yeah, i played with dev mode a bit, i didn't want to wait for poor old man having a heart attack)

Re: Hurray! Another multiplayer clone project. :)

Posted: Wed May 04, 2016 8:23 am
by Hak86
Srul wrote:When Spektor says that 0.4 will come out soon

Image

(yeah, i played with dev mode a bit, i didn't want to wait for poor old man having a heart attack)
I must ask, what game is that? :?:

Re: Hurray! Another multiplayer clone project. :)

Posted: Wed May 04, 2016 9:11 am
by kcd.Spektor
Hak86 wrote: I must ask, what game is that? :?:
If I'm not mistaking it's Rimworld

Re: Hurray! Another multiplayer clone project. :)

Posted: Wed May 04, 2016 12:00 pm
by Srul
kcd.Spektor wrote:
Hak86 wrote: I must ask, what game is that? :?:
If I'm not mistaking it's Rimworld
You aren't mistaking

Re: Hurray! Another multiplayer clone project. :)

Posted: Wed May 04, 2016 12:14 pm
by kcd.Spektor
Small update:

1. I've refactored a bit the event loader - so now it is easier(faster) to add versatile events.
Also it allows to add more complex events.

P.S.
This most probably doesn't make any sense to anyone yet. :)
But I was so frustrated with the time that was required to add new versatile events, :x
so now that I have fixed that issue I am so happy that I just want to share this great new with everyone :D

Re: Hurray! Another multiplayer clone project. :)

Posted: Wed May 04, 2016 12:17 pm
by Srul
kcd.Spektor wrote:Small update:

1. I've refactored a bit the event loader - so now it is easier(faster) to add versatile events.
Also it allows to add more complex events.

P.S.
This most probably doesn't make any sense to anyone yet. :)
We don't even know what the hell is that and how it works...

Re: Hurray! Another multiplayer clone project. :)

Posted: Wed May 04, 2016 12:35 pm
by kcd.Spektor
Srul wrote: We don't even know what the hell is that and how it works...
Yeah exactly :)

But to make it a bit more clear for everyone else:
This change that I did, makes the thought - "Is it possible that a0.4 will be out by the end of the week?" - not sound impossible anymore :D

Re: Hurray! Another multiplayer clone project. :)

Posted: Wed May 04, 2016 12:37 pm
by Srul
kcd.Spektor wrote: This change that I did, makes the thought - "Is it possible that a0.4 will be out by the end of the week?" - not sound impossible anymore :D
*faints*

Re: Hurray! Another multiplayer clone project. :)

Posted: Wed May 04, 2016 8:20 pm
by kcd.Spektor
Small update:

1. Just finished making events for random pirate encounters
Overall is something around 1200 variants of pirate encounters :mrgreen:

2. Did a test run with a basic starting ship against the pirates - twas quite fun :)
Though a bit too hard, particularly because the events for meeting trader ships(which could allow you to repair your ship) are not yet made :)
So I've decided to first make the trader events and then the RAI events.

4. Also I've decided that I will add the capacity numbers that some of you were asking for.
Meaning - make energy capacity of systems(Particularly - the engines and the hyper drive) visible with numbers and not only fill-bars

3. Updated the TODO list.

Re: Hurray! Another multiplayer clone project. :)

Posted: Thu May 05, 2016 11:51 am
by kcd.Spektor
Small update:

If anyone is interested - herse the contents of an event xml file with some descriptions.

Code: Select all

<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<event type="SECTOR_EVENT" name="Trader attacked by pirate">
	<level>1</level>	//Event level - only events with level same or lower than the SHIP'S level are applied
	<chance>10</chance>	//% of probability of event being applied
	<only_empty>1</only_empty>	//Will make event only be applied if the sector is empty
	<sector>8:19</sector>	//Sector coordinates where event may take place
	<sector_type>14</sector_type>	//Sector type where event may take place
	<random_ship>1</random_ship>	//If set to 0 then all ships will be added, if to 1 then only 1 randomly taken.
	<min_event_qty>3</min_event_qty>	//Minimal count of applying this event at the same time
	<max_event_qty>7</max_event_qty>	//Maximal count of applying this event at the same time
	//When current event is selected to be applied - it will be applied a random amount of times selected between min_event_qty and max_event_qty
	//So if you want it to be applied only once then set min_event_qty and max_event_qty to 1
	//This does not limit the amount of times the event can appear in the game
	<trigger_message>You have run into</trigger_message>	//These messages will be sent to the passengers of the ship that triggered the event
	<trigger_message>a ber</trigger_message>	//These messages will be sent to the passengers of the ship that triggered the event
	<broadcast_message>Hear me all</trigger_message>	//These messages will be sent to everyone who is in the sector to which the event is applied
	<broadcast_message>Tis I the pongo bob</trigger_message>	//These messages will be sent to everyone who is in the sector to which the event is applied
	<add_ship>
		<gen_ship_model>GEN_SHIP_MODEL_NAME1</gen_ship_model>	//When the ship is generated - it will use 1 random model of gen ship from this list
		<gen_ship_model>GEN_SHIP_MODEL_NAME2</gen_ship_model>	//When the ship is generated - it will use 1 random model of gen ship from this list
		<quantity>1</quantity>	//How many ships to add
		<ship_name>Trader</ship_name>
		<ship_crew>Trader Bobby</ship_crew>
		<ship_crew>Trader Smithy</ship_crew>
		<ship_owner>Trader Bobby</ship_owner>
		<random_pos>1</random_pos>	//1 for random ship position in sector
		<pos_x>12.4</pos_x>	//if random pos is not selected then ship x position will be this
		<pos_y>111.65</pos_y>	//if random pos is not selected then ship y position will be this
		<min_missile_ammo>6</min_missile_ammo>
		<max_missile_ammo>12</max_missile_ammo>
		<min_drone_ammo>6</min_drone_ammo>
		<max_drone_ammo>12</max_drone_ammo>
		<min_scrap>5</min_scrap>
		<max_scrap>13</max_scrap>
		<min_health>10</min_health>
		<max_health>20</max_health>
		<distress>Someone help! We are being attacked by pirates!</distress>	//This message will be used when distress messages can be seen on the map
		<ai type="AUTOREPAIR"></ai>	//CONSTANTLY REPAIRS SHIP AND SYSTEMS
		<ai type="LIFE_SUPPORT"></ai>	//TRUNS ON AUTO DOORS CLOSE, ALL O2 AND MEDICAL SYSTEMS 
		<ai type="ANTI_LIFE_SUPPORT"></ai>	//TRUNS OFF ALL O2 AND MEDICAL SYSTEMS 
		<ai type="SHIP_HUNTER">	//ATTACKS ANY SHIP IF IT'S NAME IS THE TARGET NAME
			<ai_target>TARGET SHIP NAME</ai_target>
		</ai>
		<ai type="SHIP_CLASS_HUNTER"/>	//ATTACKS ANY SHIP IF IT'S CLASS IS THE TARGET CLASS
			<ai_target>TARGET SHIP CLASS</ai_target>
		</ai>
		<ai type="MOB_HUNTER"/>	//ATTACKS SHIP IF IT HAS THE TARGET AS CREW OR OWNER
			<ai_target>TARGET MOB OR PLAYER NAME</ai_target>
		</ai>
		<ai type="SHIP_SPAWNER"></ai>	//SPAWNS RANDOM GEN SHIPS EVERY COUPLE OF MINUTES. NEW SHIPS COME WITH SENTRY AND AUTOREPAIR AIs, OWNED BY THE SAME OWNER
		<ai type="SENTRY">
			//SHOOTS EVERYONE EXCTEPT:
			//if(!host.owner.isEmpty() && s.isCrewOrOwner(host.owner))
			//if(!s.owner.isEmpty() && host.isCrewOrOwner(s.owner))
			//if(isFriend(s.owner))
			//if(isFriend(s.ID))
		</ai>
		<ai type="EXPLORER"></ai>	//CHARGES HD TO FULL THEN JUMPS IN RANDOM DIRECTION
		<ai type="LEVEL_LOADER"></ai>	//LOADS SECTOR LEVEL WHEN SERVER STARTS, AND KEEPS IT LOADED, AS IF A PLAYER IS ONLINE IN THAT SECTOR
		<ai type="SECTOR_FINDER">	//CONSTANTLY ADVANCES TOWARDS THE TARGET SECTOR, CAN RETREAT IF ARRIVES TO A SECTOR WITH THREAT LEVEL HIGHER THAN SHIPS LEVEL.
			<ai_target>32:12</ai_target>	//TARGET SECTOR X:Y
		</ai>
		<ai type="ENEMY_SHOOTER"></ai>	//ATTACKS ANY SHIP IF IT IS IN ENEMY LIST OR IF CREW OR OWNER OF THAT SHIP IS IN ENEMY LIST
		<ai type="ROGUE_AI_OWNER"></ai>	//CONSTANTLY GIVES OWNERSHIP OF THE SHIP TO THE ROGUE AI
		<ai type="PIRATE_OWNER"></ai>	//CONSTANTLY GIVES OWNERSHIP OF THE SHIP TO THE PIRATES
	</add_ship>
	<add_ship model="ANOTHER_GEN_SHIP_MODEL_NAME">
		...
	</add_ship>
</event>

<event type="ENTER_SECTOR">
	//JUST LIKE SECTOR EVENT - but applied only on entering the sector
</event>
<event type="SCAN_SECTOR">
	//JUST LIKE SECTOR EVENT - but applied only on scanning the sector. Not yet implemented!
</event>

<event type="ADD_SHIP_WG">	//THESE EVENTS ARE APPLIED ON UNIVERSE GENERATION
	//SAME AS IN SECTOR EVENT
	//BUT NO sector_type parameter
	//And + has random_sector parameter
	<add_ship model="GEN_SHIP_MODEL_NAME">
		//SAME AS IN SECTOR EVENT
	</add_ship>
</event>