Megadroid's Mission Mod Preview

Talk about anything related to old versions of Armada.
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posted on June 9th, 2011, 6:55 pm
I will give you points for the right answer Styer but not for Spelling  :lol: and Thank You for the welcome. I am having a problem downloading the "Old" zip archive that is in the first post it keeps coming back as "corrupt" even after rebuilding it with WinRar.
posted on June 9th, 2011, 7:03 pm
HORAY!!! i got it right, the wine gave it away :thumbsup: and megadriod is going to put up a new version soon so just hold your horses.

Also i tend to go by Crisis, but anyway do you play online?
posted on June 9th, 2011, 7:06 pm
Used to be a Stock A2 multiplayer junky, had my own mini clan back in the day, seems like a life time ago... Developed feelings for my first mate then the whole thing went to the delta quadrant. I would love to try fleet ops in multiplayer only problem is i have yet to get my skills back, unless merciless AI are supposed to kill you 1v1?
posted on June 9th, 2011, 7:07 pm
Mercyless is unbeatable, utterly, and i'd love to play some games with you.
posted on June 9th, 2011, 7:14 pm
we will have to find some time then, take on a mercilesss AI together?
Not today though I am free tomorrow afternoon
posted on June 9th, 2011, 7:15 pm
What time zone are you in?
posted on June 9th, 2011, 7:16 pm
Merciless isn't unbeatable....it just spams a ton lol...

Welcome to the forums though :)
posted on June 9th, 2011, 7:18 pm
Thank You Blazing,
Its good to know I'm so used to Stock A2 tactics Its like learning to ride a bike all over again.
Crisis,
I am In EST on the east Coast of the US. Irony is im in a library because I cannot get broadband where I live (middle of no where). but i am available from 10 AM - 4 PM (When it closes) heh im here anyways.
posted on June 9th, 2011, 7:19 pm
welcome remore, merciless isnt unbeatable, but you have to take into account that learning to beat merciless wont prepare you properly for online play against humans as the skills are totally different. playing against any level ai will teach you basic things like ship costs and how to micro for repair. the rest you have to learn from experience.
posted on June 9th, 2011, 7:20 pm
Welcome to the nuthouse!

Have you read up on the guide yet?
posted on June 9th, 2011, 7:21 pm
Like i said, i'm just getting back in the saddle. someone wrote up a multiplayer tactics guide? sweet
posted on June 9th, 2011, 7:22 pm
yeah, its acsessable from the control panel on the left side of the home page of this site, and i'm in midwest USA, or mountain time, i'll try to be on
posted on June 9th, 2011, 7:27 pm
Last edited by remore on June 13th, 2011, 4:30 pm, edited 1 time in total.
I will aim for noon my time (thats 10 yours?) tomorrow. I need to go get food, libraries lack that necessity, and that was the topic will no longer suffer this rabbit trail  :shifty: Long Live Armada! (And Megadroid)

Edit:

Update on using the "old" zip at the beginning of this thread, when i unpack it with Ark instead of WinRar it does not give any errors however the Script and Rule files cause the mission to crash at about 30% loading
posted on June 10th, 2011, 3:16 pm
Last edited by remore on June 13th, 2011, 4:35 pm, edited 1 time in total.
This is slightly random however i noticed it while reading the MMM Premonitions threat and rather than revive a really old thread which is utter form taboo i figured i'd mention it here.
In Legacy (i realize FO uses a newer custom scriptinterface) i created crisp cinematic shots without creating paths on the map itself. I did so by using this..
Code: Select all
DEFINITIONS

   Position XVector
   Position YVector
   Position ZVector

END_DEFINITIONS

INITIALIZATION

   XVector.Set(1.0f, 0.0f, 0.0f);
   YVector.Set(0.0f, 1.0f, 0.0f);
   ZVector.Set(0.0f, 0.0f, 1.0f);

END_INITIALIZATION

ACTION Start_Mission

   SCRIPT WORLD

   CreatePath("Cin_path_0");
   Vector3 Cin_path_0_0 = GetLocation(ship_fleet_1) - (XVector * 200.0f) - (YVector * 0.0f) - (ZVector * 0.0f);
   Vector3 Cin_path_0_1 = GetLocation(ship_fleet_1) - (XVector * 0.0f) - (YVector * 0.0f) - (ZVector * -200.0f);
   Vector3 Cin_path_0_2 = GetLocation(ship_fleet_1) - (XVector * -200.0f) - (YVector * 0.0f) - (ZVector * 0.0f);
   Vector3 Cin_path_0_3 = GetLocation(ship_fleet_1) - (XVector * 0.0f) - (YVector * 0.0f) - (ZVector * 200.0f);

   AppendPointToPath("Cin_path_0", Cin_path_0_0);
   AppendPointToPath("Cin_path_0", Cin_path_0_1);
   AppendPointToPath("Cin_path_0", Cin_path_0_2);
   AppendPointToPath("Cin_path_0", Cin_path_0_3);

   CineractiveStart();
   CineractiveShot("Cin_path_0", 0.3f, ship_fleet_1);
   CineractiveEnd();

   END_SCRIPT
   
END_ACTION


That obviously creates a circular pan around ship_fleet_1. I also realize it looks different in a lua file but when i saw Megadroid mention the hassle it is to create Cinematic Shots i figured i would share this.
posted on July 18th, 2011, 5:56 pm
Last edited by Megadroid on July 18th, 2011, 5:58 pm, edited 1 time in total.
Totally missed that post - a month late but here is how you would do it at the minute. I'm going to create some sort of shot system so you don't have to mess around with the timer like you need to now.

It's interesting to see how similar the interfaces for MMM and Legacy are - I hadn't actually looked at any Legacy stuff.

Code: Select all
class 'CineractiveTest'
function CinerativeTest:__init( ) end
MMM.register( CineractiveTest() )


function CineractiveTest:setup( )
   
   local ship = Entity.add("fed_mediterranean.odf", 1, Vector(1000,0,1000) )
   local newPath = Path("Cin_path_0")
   
   newPath:append( ship.position - Vector(200,0,0) )
   newPath:append( ship.position - Vector(0, 0, -200) )
   newPath:append( ship.position - Vector(-200, 0, 0) )
   newPath:append( ship.position - Vector(0, 0, 200) )
   
   Cineractive:start()
   Cineractive:lookFrom( newPath, 0.3f )
   Cineractive:lookAt( ship )
   --Only thing missing at the minute - some way to know when the shot has
   --ended
   Timer.add( "end", 2.0, nil,
            function()
               Cineractive:finish()
               return CallbackResult.Remove
            end, nil )   
end

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