Missions

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
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posted on May 15th, 2010, 2:00 pm
Canny wrote:i hope the FO modders can sort out the map editor and such, i can see alot more potential here then anyone may realize. this map editor is user friendly, i hope that continues if its decided to releast the other functions.


Map content is on todo, and I'm sure that it will spectacular as all things FO invariably turn out to be :D
posted on May 16th, 2010, 6:25 pm
I've been fiddling around with a few bits here and there but nothing as major as a full blown campaign. At the moment, I'd be happy with a bit more content and some animation scripting, to create orbiting objects for my "star system" maps :)
posted on May 16th, 2010, 6:32 pm
I'd like to see a scripted wormhole that spits out udine ships in intervals.
posted on May 17th, 2010, 12:51 am
So far I have been able to recreate cinematic sequences. I am playing with Fed mission 1. I have even added planets and the ability to colonize back in(this is FO 3.12 I'm using). Here is the problem I am having, each time I complete an objective, be it colonization, or defeating all borg or building an orbital or whatever, the game crashes. However if I "lose" the Enterprise, the game doesn't crash. I need to set it up again and create a crash report so I can upload it, but I feel I am pretty close to porting the first mission into FO. Maybe someone whose played with mission modding can help me figure out what's missing.
posted on May 17th, 2010, 2:59 am
Did you make sure to copy over the files required from sounds/voiceover/cineractive, as well as the .bik videos from the animations directory? For this one I think you need a2_fed01_generic_objective_1.wav,
a2_fed01_generic_objective_1.bik and a2_fed01_generic_objective_2.bik.

Other possible issues could be missing objective files, but I don't think the first mission has more than one.

Developing MMM I found that A2 is pretty bad at checking if a file exists, and will just crash if it doesn't.
posted on May 17th, 2010, 5:35 am
yh i made sure every file was copied over the only thing i can possibly think of is if its due to the renamed/redirected folder structure
posted on May 19th, 2010, 4:32 am
Alright I have the first mission working. The crash is related to the .bik files in the animations folder. When I remove the .bik files related to Fed mission 1, the crashing stopped. I think it is because the cinematic window has been removed, either that or the game needs a new version of bink32. But I was able to load the mission(with scripts), all the intro /outro sequences play as they should, and I was able to complete all objectives and move on to the second mission which I am working on right now. In case anybody is interested...
posted on May 19th, 2010, 5:45 am
ok kool i'll take another look soonish then
posted on May 19th, 2010, 11:30 am
Jan wrote:I'd like to see a scripted wormhole that spits out udine ships in intervals.

8472 generator? If no-one comes across the wormhole and kills them as soon as they arrive, we'll get an army of god-ships killing everyone.
posted on May 19th, 2010, 1:53 pm
Yeah, I'd rather see them spit out and immediately attack - more like a scripted event though, not a "once every 30 seconds deal"  ^-^
posted on May 19th, 2010, 2:13 pm
that would get annoying if a specific building is always attacked by script every 30 seconds from fluidic space.
posted on May 19th, 2010, 2:30 pm
To whose post are you referring to Canny? A scripted event would be something that occurs maybe once or twice in a game when the computer calls for it, not a set routine.
posted on May 19th, 2010, 2:38 pm
a script is a set of commands which can be reused if needed, if needed the scripts can be time delayed and set on a routine. if an enemy attack occurs once every 30 seconds, it will get annoying unless you have got an extremely good head to deal with it.
posted on May 19th, 2010, 3:17 pm
And so a script that is set to be random and not on a routine is...? I still don't get whose post you were originally replying to (since I've referred to the event in question several times now as not being a routine).
posted on May 19th, 2010, 3:23 pm
there is no random on our PCs, so everything is an deterministic algorithm if you want to put it that way. But what should stop a "script" on doing something seeminlgy random in a mission?
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