Ambrosia Garden Archive
    • Disabling the player


      Is it possible, by any means, to disable the player in space via a mission without having other ships attack the player? I am trying to do this in a plug. Also, is it possible to start the game in a disabled ship?

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      "The best revenge is a life well lived." -My father

    • Quote

      Originally posted by P-Psycho:
      **Is it possible, by any means, to disable the player in space via a mission without having other ships attack the player? I am trying to do this in a plug. Also, is it possible to start the game in a disabled ship?

      **

      yes, but what's the point? I think that you start the player with a ship whose goverment starts out disabled.

      Matrix

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      "Nothing is fool-proof to a sufficiently talented fool."

    • I think that the only way to disable via a mission would be to swap the player's ship with one that starts disabled (via gövt). Not sure if this works, and it may seem a little weird, but with the proper mission text wrapper it could be neat.

      I'm thinking something along the lines of a drifting derelict (or përs that you disable) where when you board, you find armed mercenaries waiting for you. They then steal your ship and leave you on the derelict.

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    • Quote

      Originally posted by Slagblah:
      **I think that the only way to disable via a mission would be to swap the player's ship with one that starts disabled (via gövt). Not sure if this works, and it may seem a little weird, but with the proper mission text wrapper it could be neat.

      I'm thinking something along the lines of a drifting derelict (or përs that you disable) where when you board, you find armed mercenaries waiting for you. They then steal your ship and leave you on the derelict.

      **

      Hmm... I'll try that. As for the story, I already have a plan, but thanks. 😄 I actually want the player's ship to auto-disable when a ship is observed. Is that possible (probably not)?

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      "The best revenge is a life well lived." -My father

    • I don't see a way to cause the ship a player is currently flying to become disabled under mission control. I think, perhaps the closest you could get would be to give the player a negative fuel scoop with a fast drain value. The only problem with this would be getting rid of it. And, of course, it doesn't actually disable you, it just leaves you without fuel.

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    • Quote

      Originally posted by P-Psycho:
      **Hmm... I'll try that. As for the story, I already have a plan, but thanks.:D I actually want the player's ship to auto-disable when a ship is observed. Is that possible (probably not)?

      **

      I dunno if this will work but:

      If it's observed (I'm assuming you mean scanned) then the mission your on will fail and then in the "Failed Mission" field you just swap the ship for a disabled gov ship (with the help of expressions of course).

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      (This message has been edited by getcrack4me (edited 09-19-2002).)

    • Would a negative armor recharge work?

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      "The best revenge is a life well lived." -My father

    • Quote

      Originally posted by getcrack4me:
      **
      If it's observed (I'm assuming you mean scanned) then the mission your on will fail and then in the "Failed Mission" field you just swap the ship for a disabled gov ship (with the help of expressions of course).
      **

      This sounds good. Does it have to be a disabled govt ship? It depends how disabled you want the ship to be, I suppose. He could define a ship with no speed, for example, and a government that doesn't send distress signals. It looks like your (excellent) plan has quite a lot of interesting mission possibilities. 😄

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    • Quote

      Originally posted by P-Psycho:
      **Would a negative armor recharge work?

      **

      no. This would destroy the ship... Wait. I know that having a negative shield recharge would destroy the ship in EV/EVO, but I don't know about armor recharge. Try it.

      Matrix

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      "Nothing is fool-proof to a sufficiently talented fool."

    • Isn't there a disabling-only bomb outfit? OnShipDone = Gxxx where xxx is the ID of the disabling bomb.

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    • Quote

      Originally posted by mrxak:
      **Isn't there a disabling-only bomb outfit? OnShipDone = Gxxx where xxx is the ID of the disabling bomb.
      **

      There is a non-lethal bomb, but you can't control when it goes off (it does so randomly). Futhermore, it only damages the player, it doesn't necessarily disable them.

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    • Quote

      Originally posted by Slagblah:
      **There is a non-lethal bomb, but you can't control when it goes off (it does so randomly). Futhermore, it only damages the player, it doesn't necessarily disable them.

      **

      So give them a lot of them...

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    • I tried the negative recharge thing, but it didn't cause the recharge to go negative. Would multiple bombs work?

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      "The best revenge is a life well lived." -My father

    • Quite possible. I may be wrong, but I thought it was a set time, not a random time. You'll never get it to work instantly in either case, but after some time it should disable you, especially if you give a bunch.

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    • I think I read something about the bomb and how you can set it to disable only. I know you can controll when it goes off, but I'm not sure what numbers to input or anything.. Wait, I'll check.

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    • Ok, having read the Nova Bible, you could set a (or several)nonleathal bomb which is given on observe or something. That would be difficult though.

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    • Quote

      Originally posted by getcrack4me:
      **I dunno if this will work but:
      If it's observed (I'm assuming you mean scanned) then the mission your on will fail and then in the "Failed Mission" field you just swap the ship for a disabled gov ship (with the help of expressions of course).
      **

      I tried out some variations of this idea. There's a problem. The scanning ships just kill the disabled ship, even though it's not the ship they scanned. Another difficulty is that there's no direct way to match the substitute ship with the player's original ship. So the mission would need to present the player with a new ship, then substitute with a ship of the same type.

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    • Okay, here's what I am trying to do:
      In previous missions, the player picks up somebody off of a ship. Then, after 5 hyperspace jumps running from an Auroran fleet, the player should disable his/her own ship and then have a mission text popup. When the player clicks out of the mission text, the auroran fleet pops in and the player restarts his ships engines and runs to Polaris space. Is this possible or is there any way I can fake it or get a similar effect?

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      "The best revenge is a life well lived." -My father