Ambrosia Garden Archive
    • Mission Help


      Pick Up a Cargo Pod

      Hey all. At the start of my plugin I want the player to start with a ship that is an Intra-Stellar Jolly Boat, which can't jump. The first few missions I want the player to get involve taking a cargo-pod to the planet's surface. Now, the way I want this to work is that I want the player to get a hail from a ship, accept the mission, and then have a disabled ship (cargo pod) appear which needs to be boarded. After boarding the ship. the player gets a "cargo pod" outfit, which is weightless but slows the ship down a bit. Now, I have two questions. First off, how can I have the pod appear in the system after the player accepts the mission, and second, can I equip the cargo pod without the starting a ghost mission after the player boards the pod?

    • O.o sounds interesting. Mb you could try having a ship named "cargo pog" (like the little battery dudes u can only get as an escort) jump in and have it hail you saying it neads help, kinda like those other ships that need gas, so u hail them, they disable you bored em, loose some fool and get money. sorta like that though it would just disable and u would get the object. hope that made some sence :mellow:

      This post has been edited by LoneWolf : 11 January 2007 - 07:19 PM

    • The goal is to have a cargo-carrier ship (call it a leviathan, for example) makes the hail. You accept, and one cargo pod (the ones carried by terrapins, sort of a segment of a ring) appears as a disabled ship. Then your ship, which, in this example looks like a terrapin without the cargo pod goes and boards the cargo pod. The cargo pod dies, and you fly towards the planet. Ideally, I could add in an animation of the pod held by the ship, but this may not work.

    • Okay, when Mission "A" is accepted from the offer ship it starts Mission "B". Mission A's only purpose is to appear in the mission info dialog as a reference to the player and to start mission B. Mission B makes the cargo pod appear as a special ship who's goal is to be boarded. Mission B aborts itself through the on ship done field and starts Mission "C" which spawns a invisible ship that destroys the cargo pod and after that is used to give the player his reward and end Mission A when the player lands on the planet.

      I hope that all makes sense.

    • The problem is that the only way to make mission ships spawn in-system is to have them jump in after a short delay. Which would not look good. Here's another idea but I don't if it will work or not: The carrier ship is a pers from whom you accept Link Mission A. Have a second pers ship in the system (the pod) with a cloaking device and Link Mission B and the flag checked to replace pers with special ship. Mission A will start Mission B when accepted and hopefully this will trigger the cloaked pod to be replaced with a disabled pod. When the pod is boarded Mission B auto-aborts, returning it to the pers (like the 'refuel a ship' missions in Nova) who will cloak again. Of course there a problems with this method too - it may be difficult getting both perses to always appear in the same system together, let alone right next to each other.

      This post has been edited by Guy : 12 January 2007 - 07:46 PM

    • Well, I think I'm only going to have it work that way for the first mission, so I could have them appear automatically until the first mission bit is set, and then have the pers not appear.

    • How about just picking up the cargo pod directly from the Leviathan? It would be pretty much identical to the 'refuel a ship' missions except you pick up a cargo pod instead of losing some fuel. OnShipDone you could swap the player's ship for a version showing the cargo pod being held.

      This post has been edited by Guy : 14 January 2007 - 12:22 AM

    • Hmm...That's a good idea. And really simplifies things. Thanks. 😃