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Random Events? (Games : Vector Thrust : Forum : Suggestion Box : Random Events?) Locked
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Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
Jun 1 2014 Anchor

With AC:I has the so-called Emergency Missions, do random events can be implemented here? Start from the simplest one like a random convoy units appearing from one corner of the map, or a sudden medevac-escort request.

Acecombat.wikia.com

Edited by: Nergal01

Jun 1 2014 Anchor

I actually suggested something like that a long time ago and I think TS added it.

fastsugar
fastsugar Master of Disaster
Jun 2 2014 Anchor

I think it's can be done in editor like for example

IF 3 min passed
 pick random number
  THEN
   IF 1: Spawn Airforce
   IF 2: Spawn navy
      etc.

But i looked into alpha build and i can't find function to randomize variable to do that. Maybe it is included into newest build.

Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
Jun 2 2014 Anchor

Random elements might be implemented to (normal) enemy placement as well.

As long as it isn't too RNG reliant, of course.

--

anon wrote:

There are only two things in this world worse than Vector Thrust; Star Citizen and No Man's Sky

'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is

Jun 2 2014 Anchor

Yes, I believe it was added shortly after the suggestion.
In the video of the editor it can be seen that option, but here is a pic:

It works this way, a trigger can be set to have multiple a groups of actions, but when the trigger becomes positive only one group of actions will be selected. Normally most triggers only have a single action list which they are called in a specific order.
The trigger can also call different action lists if it is possible to be activated multiple times in the same mission.

Jun 2 2014 Anchor

I take it probabilities for randomizing triggers would be given values like .25, .5, .75, and so on.

Jun 2 2014 Anchor

Yes, these are relative values, so if you have three list and one is 0.8, the other two are automatically adjusted to have the combined value of 0.2

fastsugar
fastsugar Master of Disaster
Jun 2 2014 Anchor

Ah, ok. I didn't know it's work that way. So with it, we can choose an one of fixed positions too.
Will we can a spawn a premade group of units for one coordinate, that's will make thing easier do to instead placing again unit's every other spawn.

MyHatismyFriend
MyHatismyFriend Synchronized Drowning Expert
Jun 2 2014 Anchor

^ I suggested this in a PM. A 'spawn squadron' action would save much more time than a 'spawn unit' action.

Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
Jun 4 2014 Anchor

On the other side, I'm also wondering whether randomly generated missions between plot missions are possible (like those STAND BY missions in AFDS).

Edited by: Nergal01

--

anon wrote:

There are only two things in this world worse than Vector Thrust; Star Citizen and No Man's Sky

'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is

Koeben
Koeben Ground Pounder
Jun 4 2014 Anchor

I think stand-by missions appeared whenever there are left over turns that need to be spent before the next phase can start in AFDS

Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
Jun 4 2014 Anchor

Koeben wrote: I think stand-by missions appeared whenever there are left over turns that need to be spent before the next phase can start in AFDS


The game still randomly chooses one between available pre-made enemy composition/placement (i.e ace pilot and grunt plane type); that's what I meant.

Edited by: Nergal01

--

anon wrote:

There are only two things in this world worse than Vector Thrust; Star Citizen and No Man's Sky

'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is

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