Ambrosia Garden Archive
    • syst #128: changing start/rescue system?


      what happens when a plug-in replaces syst #128 with a different system, and the player subsequently gets killed and rescued in their escape pod? does EVO wig out, or choose a new start system? would #129 be the one it uses?

      i'm developing a TC, and it would be VERY nice to change the "rescue" system after a certain mission bit is set.

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      Natural Resources Defense Council - the Earth's Best Defense

    • Quote

      Originally posted by astro:
      **what happens when a plug-in replaces syst #128 with a different system, and the player subsequently gets killed and rescued in their escape pod? does EVO wig out, or choose a new start system? would #129 be the one it uses?

      i'm developing a TC, and it would be VERY nice to change the "rescue" system after a certain mission bit is set.

      **

      Yes, i think that is entirely possible. 🙂 ( And a good idea )

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      R & R software

    • Quote

      Originally posted by astro:
      **what happens when a plug-in replaces syst #128 with a different system, and the player subsequently gets killed and rescued in their escape pod? does EVO wig out, or choose a new start system? would #129 be the one it uses?
      **

      This is an interesting idea. I'd often thought it'd be cool to have the rescue syst change, but hadn't even thought about doing it through manipulating mission bits.

      If you try this, please let us (read: "me") know the results.

      seant@hellskitchen.org

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    • What you do, is link the start system to one system in each set of systems you have. Then if they die, and they don't do the customary open their pilot thing, they can jump from the start system into a good system.

      Chamrin

    • Chamrin, as i understand you, you're suggesting that when a certain misn bit is set, the player will see a new link from the start system to a new system. what i'm hoping to do is to have the player die, and be "rescued" across the galaxy in such a way that the original start system will be fairly inaccessible.

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      Natural Resources Defense Council - the Earth's Best Defense

    • i realize this subject has not kindled great interest, but for those who may be curious, EVO does not like it when you replace the start system. after you eject with your escape pod, you end up in the original start system (as if you had never set the visbits), but with no spobs. they'll show up on radar and you can select them numerically, but you can't land on them. if you jump out and back in, the new system reappears.

      so much for my mission string in which the player's escape pod is "rescued" in a new part of the galaxy.

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      Natural Resources Defense Council - the Earth's Best Defense

    • If you don't mind making the player deal with a bit of behind-the-scenes stuff, you can manage it. Just make the start system exist well outside the actual galaxy, give it one-way links to intermediate systems that are controlled via mission bits, and each of those intermediate systems then has a one-way link to wherever you wanted the player to start.

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      (Insert Signature Here)

    • Quote

      Originally posted by astro:
      **...they'll show up on radar and you can select them numerically, but you can't land on them. if you jump out and back in, the new system reappears.
      **

      Yeah, I thought this might happen. The phenomina?sp? of phantom spobs was discussed a little in the "undocumented craftiness" thread.

      -STH

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    • Quote

      i'm developing a TC, and it would be VERY nice to change the "rescue" system after a certain mission bit is set.

      thats a good idea to be implemented in EV3

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      Captain Orne
      AIM:CaptnG3
      ICQ:3116256
      Yahoo!:CaptainG3

    • Well, it's a bit heavy-handed, but you can do this by having a stuffed and encrypted file in the plugins folder. When the player gets to a certain point in the plugin, he or she gets the password and unstuffs the file.

      This then puts a new plug (v small - 1k or so) into the plugins folder which changes the start system. Whenever he or she is rescued after that, they appear in the revised start system. Just make sure it begins further down the alphabet than your original replacement. You can also use this to change descs on as many worlds as you want without having to mamothly change visbits.

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      M A R T I N • T U R N E R

    • Quote

      Originally posted by Martin Turner:
      **This then puts a new plug (v small - 1k or so) into the plugins folder which changes the start system. Whenever he or she is rescued after that, they appear in the revised start system. Just make sure it begins further down the alphabet than your original replacement. You can also use this to change descs on as many worlds as you want without having to mamothly change visbits.
      **

      As I suggested in the EV3 discussions, something like this would be great for "evolving plugins" but the need to stop the game, move plugs around, and then resume is kinda of a drag. It'd be so much better if, after a particular misn bit is set, an applescript is launched which moves the plugs around for you. You could even have an applescript that creates new plugs based on the various states in the pilot file (something I've been working on every now and then for a while now).

      Alas, this probably won't be implemented in EVN. Besides, such an implementation would introduce the possibility of applescript EV viri. Sure, it moves the plugs around, but it also changes you desktop picture so something else. You see the potential problems.

      Still, if enough people were so say to Matt et al "Hey, can you have it so misns can launch QT movies OR applescripts," maybe they'd implement it. I don't think it would take much to implement, and if you're woried about security, there'd be a preference box saying "Never launch applescripts".

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