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Tidbits of scripting improvements (Games : Vector Thrust : Forum : Suggestion Box : Tidbits of scripting improvements) Locked
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Wheaton_Adams
Wheaton_Adams Busy rebuilding Farbanti
Jan 2 2014 Anchor

Hello!

Here's a few ideas I have collected while retroengineering / deciphering VT's scripting systems. I think it could be improved in a few ways, so here are my suggestions. ( By improving, I mean user-made content will be optimized / made easier ). It's mostly meant for TS due to the technical terms but if anybody wants, they can barge in :V. So, here goes.

General mission scripting:

-Have the [MissionData] header have the values for NPC Missions, Pointers, and Actors instead of [Battlefield]. Just for the sake of clarity. They work fine but should be located all in the same header for organization instead of having to shuffle up and down.
Particular actions:

-All actions that have an effect on a ScriptID / Group ID. Is it possible to make it so having (for example) "-1" as Script ID would be recognized by the game a as special case to design the player instead of a particular NPC? I guess not all would work on it, such as Action 23. For other uses, it would allow several improvements for scripting. In a certain way, if it's capable of going in the triggers system too, if the player is at certain altitude when a timer trigger kicks in, it could kill him just like the rest of other units with a precise Script ID. Yes, Scinfaxi, I'm looking at you.

-Action Type 2, 13 and 15 ( And Actors to some extent ). Is there a way to make these actions pick the .skin file we supply to the "#_Action_CustomSkinDif" " field? ( for instance, making a check if the file's extension is .skin, forces the game to avoid using these as .DDS and go look into the .skin file instead for the file paths ).

-A new action that teleports a unit? ( again, -1 to inflict it on the player? ) Example here:

#_Action_type = "?"
#_Action_ScriptID = "unit"
#_Action_Position "Xcoords Ycoords Zcoords"
#_Action_OperateFadeout = "bool"
#_Action_FadeOutColor = "R G B"
#_Action_FadeOutDuration = "float"
#_Action_ResetPitch = "bool"
#_Action_NewPitch = "float"
#_Action_ResetYaw = "bool"
#_Action_NewYaw = "float"
#_Action_ResetRoll = "bool"
#_Action_NewRoll = "float"
#_Action_MaintainVelocity = "bool"

-An action that can inflict certain effects onto a unit or the player, in particular, shutting down the engine, temporarly until another action restarts it, or making it so the player can restart it? ( I don't know much about real life physics with an aircraft, but could the nuclear blast seen in AC Zero potentially short out a jet's engine? I don't think it's particularly truthful but it would obviously feel dramatic, only if it restarts soon after )

-An action that shuts down the player's radar entirely?

#_Action_type = "?"
#_Action_Enable_Radar = "bool"
#_Action_Enable_Blips = "bool"
#_Action_Enable_Projectiles = "bool"

-Improving Action 21 ( immortal status ) so it allows to choose to which value the immortality goes down. For example, having a boss fight with this means that his health can only be brought down to 20%. Having a new trigger along with this that checks if his health is below 22% allows him to say a line or two ( conversation ) or something else, before making him mortal again, this time, capable of dying.

That's about it for now, I'll be sure to post more if i get new ideas that still stay within acceptable margins :).

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