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Re: Hurray! Another multiplayer clone project. :)

Posted: Wed May 11, 2016 7:22 am
by Hak86
kcd.Spektor wrote: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>

Is this still what you are using for an event?
If so I will make a test one to see if I am capable making them. :)

Edit: Does it matter what order they are in?

Re: Hurray! Another multiplayer clone project. :)

Posted: Wed May 11, 2016 8:06 am
by kcd.Spektor
Hak86 wrote: Is this still what you are using for an event?
If so I will make a test one to see if I am capable making them. :)
Edit: Does it matter what order they are in?
Yes it's 99% the same for now.
You can make a test one and send it to me - then I will check if it's ok.
The order is not critical if I remember correctly.

Re: Hurray! Another multiplayer clone project. :)

Posted: Wed May 11, 2016 8:35 am
by Hak86
kcd.Spektor wrote:
Hak86 wrote: Is this still what you are using for an event?
Yes it's 99% the same for now.
What are the different sector types, which sector types are which numbers? :?:

Re: Hurray! Another multiplayer clone project. :)

Posted: Wed May 11, 2016 10:31 am
by kcd.Spektor
Hak86 wrote: What are the different sector types, which sector types are which numbers? :?:
You can check that out in the folder Client\Data\Stars
It's customizable, but by default - 0 is open space, 1,2,3 - asteroid belts, others - star sectors

Re: Hurray! Another multiplayer clone project. :)

Posted: Wed May 11, 2016 2:15 pm
by Hak86
Why don't we have player classes for Traders and Pirates instead of a whole new race? :shock:

Re: Hurray! Another multiplayer clone project. :)

Posted: Wed May 11, 2016 3:59 pm
by kcd.Spektor
Hak86 wrote:Why don't we have player classes for Traders and Pirates instead of a whole new race? :shock:
Bacause it's alpha. :)

Re: Hurray! Another multiplayer clone project. :)

Posted: Wed May 11, 2016 4:18 pm
by Srul
One of traders has no shield img
Image

Re: Hurray! Another multiplayer clone project. :)

Posted: Wed May 11, 2016 5:03 pm
by Srul
We both grabbed scrap piece and it was moving very derpily
Image

Re: Hurray! Another multiplayer clone project. :)

Posted: Wed May 11, 2016 6:50 pm
by jrb00001
kcd.Spektor wrote:
jrb00001 wrote: No, that is when the email was sent.
I know that that time was when the email was sent. 10 May 2016 00:44:25
I wanted it to notify you sooner so I've sent a PM.
But it get's delivered only when the receiver goes online. Till then it just sits in the outbox.
If an email is sent from a@example.com to b@example.org, the client of a@example.com sends it to a MTA (example.com). That MTA relays the email to the target MTA (example.org) which transfers it to the inbox of b@example.org. That could trigger some push notification or similar things (which does not require anybody log in manually). So the mail never sits in the outbox (except if you configure your client to do that), it is either on the way from MTA to MTA or in the inbox.

Re: Hurray! Another multiplayer clone project. :)

Posted: Thu May 12, 2016 5:03 am
by kcd.Spektor
jrb00001 wrote: If an email is sent from a@example.com to b@example.org, the client of a@example.com sends it to a MTA (example.com). That MTA relays the email to the target MTA (example.org) which transfers it to the inbox of b@example.org. That could trigger some push notification or similar things (which does not require anybody log in manually). So the mail never sits in the outbox (except if you configure your client to do that), it is either on the way from MTA to MTA or in the inbox.
Well I don't know how all that email stuff works :)
But I was saying that I've sent a PM to you on the FTL forum.
An though I don't know how the forum's PM system works, I have noticed that If you send a PM to someone, then it will stay in the outbox till the receiver goes online.
Like I have 2 PM's I have sent long time ago to some people - but they haven't logged in yet, so the messages are still waiting:
Image

You can try this out yourself if you don't believe me. ;)