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uCamera_Enter(UNIVERSE_OBJ) - Switch from map to location without mission loaded
uCamera_PutInto(UNIVERSE_OBJ or System) - Same as Enter, but working as location - location switch. Or you can exit from location to map if you pass System object as argument.
uCamera_GoTo(UNISVERSE_OBJ or System, ?) - transfer camera to object. Second paramer are needed but unknown. May be it is Event dispatcher
uCamera_LookAt(UNIVERSE_OBJ, ?, ?, ?) - it seems that is Goto advanced function. For parameters are needed. First - univesrse object. Other 3 are unknonwn - need investigate.
UPDATED:
uCamera_Enter / uCamera_PutInto
They loading MISSION 99 and use events and rules are defined there (099___view.mission in original campaign)
UPDATE2
If you define MISSION 99 in you mod. uCamera functions will be working. Mb its chanse for compaign scriptiong without override original campaign. I am trying it later
UPDATE3
Hm... Maybe i am wrong... If mod are loaded, functions calls crash the game. Mb it was becouse story rules are didnt loaded in mods...
It usefull if you want to say something on galaxy layer or FleetConfigurationScreen.
Dialogs with answers are work to, but back event call did not generate (or i didn`t now how to catch them).
Rules called from mission script with uCall function must be placed in strategic/subroutines/*.ini files. It is global and may be used in mod missions and campaign for creating global Rules for whoil set of missions.
For example, i use it for randomly generated submisshions
Note: Mission functions and events and story events (but functions work!) can`t be called from subroutins! If you want, you can define some variables in U scope or using Return() fuctions for callback something from subroutines.
And latest: If you need send to event more then one variable, you can create valid structure object:
Example:
struct := "somestring" - it need for creating pool of new structre. I recomend define something like "struct/structname". And check type by var name in target rule with string related functions
struct:variable := something - Just put here value you want.
struct:variable2
...
and then just call rule with new var sets.
LocalEvent(RuleName, struct); [or uCall(SubroutineRuleName, struct)]
In event all vatset will be valid and cood be cheking by isValid() function.
Note1: They work normaly only in editor mode. In game we have some issures in latest version, but in original version 1.01 its work just fine.
Note2: In latest version:
uCamera_Enter. Only work if you call it from story script. Actualy it work like this:
=> Call uEnterMission(99);
=> Loaded mission 99 and crash if mission file dos not been loaded or broken
=> Push DefLocation with location name geted from uCamera argument
=> Starting rules and generate events as normal mission
uCamera_puttInto: Work in map screen if we put location reference in arg list and tactial screen if we put Nexus reference in argument list. Example: uCamera_PutInto(uGet("Nax_Aplha")). And it work in Nexus if we put location reference in arg list
Example:
MISSION 42
Name "loc switch test"
DefLocation "nex_alpha"
RULES
...
RULE event SwitchToSol
:action
uCamera_PutInto(uGet("Earth"));
:end
END
END
of couse MISSION 99 must be defined with right ruleset.
I finally know how do system navigation from starmap screen.
Its wery simple:
We just need set detectionlevel of UObject to 5.
And some tricky button appear on map. Its called SpyBtn and they dirrectly loaded mission 99 with selected location from starmap ui
here: https://drive.google.com/file/d/0B4OB1Xq0PKkPWXVZbm1iXzlVTFU/view?usp=sharing
In mission 99 we must define some rule that brings us back to map.
I found function QuitMission() (not uQuitMission). It work only with mission 99 and bring us out from scene (but we need manualy switch gui to 2)
here we are
But offcose we have some issures
1) Scene load all children locations by default.
Example:
We added station to Io orbit
We fly to Jupiter.
Station from Io, well be placed into Jupiter scene
And we coud not use the HideLocation command, becose we do not know wich location we are.
2) If we flying to the celestial body we apper in center of it.
isat(uObject);
it is return 1 if Universe Object placed insde another Universe Object
Example of usage - finding fleet location in universe
System - Current System or Nexus
Oribt - Planet or Moon
Location - station, navpoint, asteroidfields, another fleet etc
If Fleet orbiting Earth we get
if Fleet near Michelangelo (and Michelangelo not been placed into asteroid field) we get
if in Pluto asteroidfield
Call example
uGetC(objname)
return universe object if object with name `objname` is a child.
Example:
Why ? Cos Direction 4 in FLEETENTRY did not work
NOTE: All orbits direction clockwise
USAGE EXAMPLE
1) We must be in 99 mission (or Spycam mode)
2) We must disappearing all ships
3) We must select all Utypes objects from current system (or by condition colony/celestial etc)
4) Add navpoints for all objects
5) Enable Gui Events and wait for selection
6) Catch Selection event and show Tutorial dialog for distatanation conformation
7) Calculate time to travel in days (in weeks?)
8) Return to starmap via QuitMission
9) Push EnterMission button . It will play briefing with transfering animation and date sliding
Note: in 1.01 we may access variables from briefing but in latest version it is not work. I write briefing with length 1 week; with fake unvisible navpoint called 'location' and 'destination' . and play it in loop. Fleet moving from location point to destination point in stages.
10) wait or skip briefing and update fleet position and other Univers variables (moving another fleets, generate random events, mission step, etc)
11) Do other staff
I think, after finish with this i will publish alpha version into Workshop.
ADD
2.a) Before dissapering ships we must check 2 things
a) check if own ships leaved some predefined area (i think 10 or 20 km from scene origin)
b) check if enemy ships are not detected by player or enemy ship in some range from us
if all condition are true when continue. if not then abort.
Unbelievable to see someone is still modding this game on that level.
From the look of it, you're pretty close to the contents of a "Conquest" mod someone did for the Disc version of the game years ago.
yes it is, but this mod more complex, cos we do not need hardcore points of interest
0) Player can freely go anythere in system. But it take some time (related on techlevel)
1) Story Missions related to Universe time (like Elite3: FFE campaign)
1a) Plans to BBS missions to
2) Random events such pirates attacks
3) Research. With original ships we can split game on 3 stages
a) Tech1 - No shields, no IP-drive, no jump gates etc
b) Tech2 - Shilds, IP, and wormholles to travel to another systems
c) Tech3 - Angellwing and other aliens ships are playable, Have Jupgate access (throw Nexus) and FTL technology
4) Economy and mining
Player can add special ships to own fleet that compable care cargo or mining lisers (or may be special wing, i do not know yet)
5) Station building (need for research, ship construction and system surving) and updates
Travel time calulation
From documentation we know about 4 variables year, month, day and global time in Universe scope.
and we have function for set current date (uSetStoryTime).
NOTE: If day more then max days in month then month increment by 1 and day reset to 1 (do not know about year variable yet).
How it`s work:
We must copy SemiMajorAxisKM, MeanAnomaly and OrbitPeriodD paraments of all planets and moons into some global structure (cos i do not found any way for access those from stock scripts)
On tactical screen in navigation mode after destination was set, but not confirmed by player, we doing next:
Calculate current meananomaly of current celestial body and target celestial body by special function (work in progress).
Calculate distance betwin those bodyes.
Calculate days for transfer by current ship Techlevel and bodyes distances.
Show confirmation `Tutorial` screen with calculated parameter.
After confirmation we must added this to the special upcomming events list and return to map screen.
Then, after Skip time button (EnterMission button) was pressed, we must get most earliest event from list and play animation for this event. Then set story date to event time, execute event and remove it from list.
I will add all functions which i posted above to them (and manual), but not today already.