Ambrosia Garden Archive
    • An Interesting Idea


      I was getting a chocolate mouse from the fridge when I had an interesting idea for EVN ;). I soon realized that it would be far too late to implement, but still an interesting idea, that's why I'm posting it here instead of on the Nova board.

      What if for each dude, there was a simple string that controlled the objective behavior of the ship by using a sort a sort of alogorythem, For instance, for a dude with four types of ships, you would have a string file with the entry:
      ship1( ),ship2( ),ship3( ),ship4()
      And in each set of brackets, you would type certain parameters that the ships followed. For example, if you wanted the first ship to attack the player if he was in ship ID 136, have the second ship to patrol the area, and the third and forth ships to act normally, the code could be:

      ship1((b)if(/b) player (b)in(/b) ship 136 > (b)then(/b) attack (b)and(/b) destroy),ship2(patrol wary = 3),ship3(),ship4()
      

      There could a large range of alogorythmes, controlling everything from what message it broadcast after what event (ie. ship firing, ship being destroyed, ship entering system etc), to how a ship attacked a target (ie, destroy, disable, leave when ship at 10% etc). As it would only be a simple scripting langauge, everybody would be able to learn it quickly, as they would only need to know a few obvious words, and what order to put them in. 🙂

      Not too bad fro someone who was midly wrecked when he though it up. Typin all that sobered me up though. :rolleyes:

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      Friction leads to fire, you could get burned,
      How much ink I just injected is none of your concern,
      Unless your on terms of understanding the omega,
      He controlls the mix so you can inherit the heater.

      (This message has been edited by the Necromicon (edited 02-10-2001).)

    • Good idea, it would give us ever more control over the game and save precious düde slots.

      I'd like to see this in EV4. 🙂

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    • Gack. Ship scripting. Why don't you just insert a C compiler and allow a plug in designer to write their own AI types? It would probably be easier to code.

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      (Insert Signature Here)

    • Very good idea, though I think it would be kinda hard to perform while flying around...
      I think you should just get like 10 different options on how the ship behaves when you receive the escort... I mean the scripiting is nice and all... But I don't think BEGINNERS will like it, if ya know what I mean... 🙂

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      Arrrrrrr, matey!!!!

    • Nononononono....No! I didn't mean in-game controlls for your escorts, I meant for them to be used as a string in the data file/plug to controll how dudes work. As Wyvern said, AI scripting. And it would only be a string, with a small ammount of parameters, so why would a C compiler be better? You would need to learn C/C++ for that.... :rolleyes:

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      Friction leads to fire, you could get burned,
      How much ink I just injected is none of your concern,
      Unless your on terms of understanding the omega,
      He controlls the mix so you can inherit the heater.

    • It's not a bad idea, really, but EV was never really designed for any kind of scripting. If you really wanted to get serious about something like this, you would go to an architecture similar to that of Ares. The syntax you used is pretty ugly though. Something a bit more...unified...might be better. Scripting could be used very extensively in a game like EV, if you built the game that way from the ground up. The possibilities in that case would be very close to endless.

      CB

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    • Quote

      Originally posted by the Necromicon:
      **so why would a C compiler be better? You would need to learn C/C++ for that....:rolleyes:
      **

      Did I say it would be better for the plug developer? I meant better for the game developer. 🙂

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      (Insert Signature Here)

    • Cool idea (pity about not seeing it even possibly implemented until several years from now).

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      Diddly,
      "Well, we could grind
      our enemies into powder, but gosh, we did that yesterday."