Ambrosia Garden Archive
    • how do you make a mission do...


      Ok here's two questions I have:

      How do you make a mission give a ship an outfit, give the player an escort, or give you a new ship? Do missions that you get in a space port, pop up when, say you were in the outfitter and you bought something that made a mission available and then you pressed leave, to go back to the space port, would the mission pop up if you put the probibility thing on 100% in main spaceport for that plannet?

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      thx

    • Respectively: Gxxx, use special ships, Cxxx Exxx or Hxxx, I dont know - try it.
      Read the first 5 pages of the bible for info on the NCB setstrings i mentioned.
      Missions can only give the player escorts while the mission is active (ie, escorts go away after the misn is failed, aborted, or completed). Give the ships ShipBehav of 1 (protect the player). Mission assigned escorts cannot carry cargo. If you must, use Gxxx and Dxxx to give the player an outfit that increases cargo capasity if the mission assigned escort should carry it.
      On the last part: It may very well be possible - it is ALMOST done in the stock scenario. Ya know those storyline missions where you get your next mission right as you finish the last one.
      -Az

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      (This message has been edited by Azratax2 (edited 01-02-2004).)

      (This message has been edited by Azratax2 (edited 01-02-2004).)

    • Quote

      Originally posted by newb@plug-ins:
      How do you make a mission give a ship an outfit, give the player an escort, or give you a new ship?

      a) To give the player an outfit, put 'gXXX' into one of the set fields in the mission, such as onAccept, onRefuse, etc. Merely replace the XXX with the resource ID of the outfit of choice.

      ๐Ÿ†’ Giving permanent escorts is most likely impossible, but if you set a specialShip to 'Always protect the player', that ship will be an escort for the duration of the mission.

      c) To give the player a new ship, you can use cXXX, eXXX or hXXX to change the player's ship to type XXX. They are, respectively, be given a new ship with all previous items and not any of the default items of the new ship (Cxxx), be given a new ship with all previous items and the default items of the new ship (Exxx), and be given the new ship with only the defaults of the new ship (excepting persistent items) (Hxxx).

      Quote

      Originally posted by newb@plug-ins:
      Do missions that you get in a space port, pop up when, say you were in the outfitter and you bought something that made a mission available and then you pressed leave, to go back to the space port, would the mission pop up if you put the probibility thing on 100% in main spaceport for that plannet?

      So, you want to have a mission become available when you purchase an item, so that once you leave the planet an return to the spaceport, the mission will be shown?

      If this is the case, I don't think so, as mission availability is evaluated once you jump into the system. I may, of course, be wrong. If all else fails, it can be evaluated once the player jumps out and back into the system...

      To set this up, you will need to have a bit set when you purchase the outfit, by putting 'bXXX' in the onPurchase field, where XXX is the NCB required by the mission.

      More information on how to use Set expressions in Nova can be learned in Part II of the (url="http://"http://www.ambrosiasw.com/news/upcoming/novabible.html")Nova Bible(/url).

      Good luck!
      ~ SpacePirate

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      Eat blazing electric death!

      (edit: UBB, and "Gah! Beaten. Meh.")

      (This message has been edited by SpacePirate (edited 01-02-2004).)

    • Thanks,

      About the mission from an outfit, I would like to make an outfit make a mission come available when you purchase it (i'm not going to try to make the mission pop up right when you get it and pop up in the outfiter, that could cause problems, i think) so would like to make it pop up when you leave the outfitter and are in the main space port. I wan't to force the mission(not aborting and no refusal) on the player before the player leaves the station or planet.

      Does the ev nova bible explain the uses of bxx and how it works and such?

      thanks again

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      thx

    • Quote

      Originally posted by newb@plug-ins:
      About the mission from an outfit, I would like to make an outfit make a mission come available when you purchase it (i'm not going to try to make the mission pop up right when you get it and pop up in the outfiter, that could cause problems, i think) so would like to make it pop up when you leave the outfitter and are in the main space port. I wan't to force the mission(not aborting and no refusal) on the player before the player leaves the station or planet.

      Ah... That is interesting... I'll have to look into that a bit more.

      Quote

      Does the ev nova bible explain the uses of bxx and how it works and such?

      But of course.

      Quote

      From the EV Bible:
      **Set expressions:

      These are simpler than the test expressions... basically all you are doing here
      is listing what bits you want to be modified when the expression in a given
      field is invoked. This will happen when the player does something (completes a
      mission, buys an item, etc.) as defined by the other resources. The syntax of
      set expressions is best illustrated by an example:

      b1 b2 !b3 ^b4

      In this set expression, bits 1 and 2 will be set, bit 3 will be cleared, and bit
      4 will be toggled to the opposite of whatever it was previously. No parentheses
      are supported for set expressions. Note that if you leave a set expression
      blank, no control bits will be altered.**

      There are also descriptions for all of the other set expressions I mentioned, it is all in Section II of the bible. ๐Ÿ™‚

      You should have a copy of the bible in your Documentation folder, or you can look at the (url="http://"http://www.ambrosiasw.com/news/upcoming/novabible.html")online version(/url), though that is a bit out of date, or you can get an html version (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl/EV_Nova_Resource_Bible.html.gz?path=evn/guides&file;=EV_Nova_Resource_Bible.html.gz")here(/url).

      ~ SpacePirate

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      Eat blazing electric death!

    • i already got a bible and im reading it now thanks

      ok I just found it. It was Sxxx to start a mission automatically. and... Gxxx is grand one outfit of xxx to player.

      thanks i found all i need.
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      thx

      (This message has been edited by newb@plug-ins (edited 01-03-2004).)

    • Quote

      Originally posted by newb@plug-ins:
      **i already got a bible and im reading it now thanks

      ok I just found it. It was Sxxx to start a mission automatically. and... Gxxx is grand one outfit of xxx to player.

      thanks i found all i need.**

      Aaaah! You want to forcestart the mission! I thought you had meant that you would have an outfit make a mission become available like a normal one.
      -Az

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      It is here. EVNEW Public Beta (url="http://"http://www.aznt.com/EVN/EVNEW")www.aznt.com/EVN/EVNEW(/url)
      Stuffit is a piece of .sit.

    • On the mission: make the mission 100% availability, non-refusable, and only available when the player has the outfit (Oxxx, with xxx being the RID of the outfit). Bam.

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    • Are these all the operators, or are there more(i got them out of the bible):

      Axxx-Fxxx-Sxxx-Gxxx-Dxxx-Mxxx-Nxxx-Cxxx-Exxx-Hxxx-Kxxx-Lxxx-Pxxx-Yxxx-Uxxx-Qxxx-Txxx-Xxxx

      I want one that makes you automatically go to a system and land on the planet.

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      thx

    • There's no operator that does that.

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      (This message has been edited by UE_Research & Development (edited 01-03-2004).)

    • The Mxxx and Nxxx automagically transport the player to a system xxx, but only the player can make themselves land. Sorry.

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    • Ok thats too bad... oh well,

      Is there a way to it exicute Axxx and Sxxx if the player has sold or bought a certain amount of outfits?

      thanks

      ------------------
      thx

    • Again, not to my knowledge.

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    • Quote

      Originally posted by newb@plug-ins:
      **Ok thats too bad... oh well,

      Is there a way to it exicute Axxx and Sxxx if the player has sold or bought a certain amount of outfits?

      thanks

      **

      You could make a series of identical outfits, of which you can only buy one of each, and after you buy one, another becomes available and so on. Then, the last one you can buy sets those flags...then...this becomes complicated...I lost myself...

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    • You could also use the Contribute/Require fields to make the mission work. For the Outfit, check one of the Contribute boxes. Then check the corresponding Require box for the mission you want to activate. I'm pretty sure that this would bypass the need to jump out of the system so the game will recheck the active bits.

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    • Well if the require boxes can tell weather you have one or two it may work like that but i thuink the only way i could do it is identical outfits

      if you have an idea still post a reply

      thanks

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      thx

    • People are discussing different problems.

      If the mission is dependant on having one-or-more of an outfit, than either a Sxxx in OnPurchacem or a 100%avail main spaceport mission with oxxx avail, or even the require-bits should work.
      If the mission is dependant on the quantity of them that you have, its harder. Masamune's token outfit trick (where your ship has X invisible outfits, and the thing you are purchasing delectes an invisible outfit when you buy it and gxxx's you one when you sell it. In this system, !oxxx refering to the invisible outfit will tell you when the ship has purchased X of the other item) might be helpful, as would a few very strange tricks i can think of.
      -Az

      ------------------
      It is here. EVNEW Public Beta (url="http://"http://www.aznt.com/EVN/EVNEW")www.aznt.com/EVN/EVNEW(/url)
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      (This message has been edited by Azratax2 (edited 01-03-2004).)

    • Quote

      Originally posted by newb@plug-ins:
      **Ok thats too bad... oh well,

      Is there a way to it exicute Axxx and Sxxx if the player has sold or bought a certain amount of outfits?

      thanks**

      Well, sold or bought a particular outfit, yes. Simply create a crรถn that activates when they have the outfit, have a duration of 0, PreHoldOff and PostHoldOff of 0, Axxx or Sxxx in the OnStart field, and all the First/Last crap set to -1 (oh, and no continuous entry/exit). Bam.

      ------------------
      The programmer's code of entomology: there's always another bug.
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    • Would that work if say you bought two light cannons, would it launch the cron twice and work?

      -So if you bought say, one (fake) light cannon and it launcher a cron that gave you a real one and took the old one away , and if you bought two, it would launch the cron twice resulting in you losing the fake ones and getting the real ones?

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      thx

    • Quote

      -So if you bought say, one (fake) light cannon and it launcher a cron that gave you a real one and took the old one away , and if you bought two, it would launch the cron twice resulting in you losing the fake ones and getting the real ones?

      The stock scenario does something just like this. Take a look at the series of crons (290-292) and outfits (360,376-378) that control the cheap/degraded carbon fiber. It seems to do what you're looking for.

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