Script for boarding marines via transporter device?
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Script for boarding marines via transporter device?
Are there any scripts for boarding ships by marines, beamed by transporter device?
I really don't want to babysit my marines only to lost them in one HEPT shot...
I really don't want to babysit my marines only to lost them in one HEPT shot...
I am not very good in english, so please, forgive me...
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Even then I would like to see this happen.
But it's been discussed b4 and apparently transporting marines across can't trigger the marine capture action and there seems to be no other way to trigger it.
What *can* be done is to completely emulate the marine boarding experience via scripts.
1) Script marines to disappear ie teleport if shields low enough - doable.
2) Script to play the whole marine reaching deck and hacking core speech - doable in fact done as shown by the Station Boarding script.
3) Script some timer and random thing to check for success - doable.
4) If success, transfer ownership to player, destroying random equipment and hull - doable.
5) Add CLS and "surviving marines" - doable.
Alot of this is already there via the Station Boarding script. Some edits to make it work for ships should be easy enough, in fact a subset of the entire script ie less code!
Try asking the author of the Station Boarding script, see what happens.
But it's been discussed b4 and apparently transporting marines across can't trigger the marine capture action and there seems to be no other way to trigger it.
What *can* be done is to completely emulate the marine boarding experience via scripts.
1) Script marines to disappear ie teleport if shields low enough - doable.
2) Script to play the whole marine reaching deck and hacking core speech - doable in fact done as shown by the Station Boarding script.
3) Script some timer and random thing to check for success - doable.
4) If success, transfer ownership to player, destroying random equipment and hull - doable.
5) Add CLS and "surviving marines" - doable.
Alot of this is already there via the Station Boarding script. Some edits to make it work for ships should be easy enough, in fact a subset of the entire script ie less code!
Try asking the author of the Station Boarding script, see what happens.
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Marines *can* take impact damage and go pop. I've seen it happen many times while trying to cap Ryus. They jockey around trying to get to the sweet spot (which is in a space behind the Ryu's exterior armour plating slightly aft) and end up bumping a 100+ms Ryu several times then go pop. It's especially obvious when the Ryu suddenly accelerates when the marine is just about to reach the sweet spot.7ate9tin11s wrote:i have not tried but couldn't you just force position the flying marines into the middle of the ship for instant boarding? I do not think they can be rammed to death soo...
Also, marines don't board based on proximity at least not entirely. It's really weird if u ask me. For starters marines in space must go thru additional phases of "approaching target" and "almost there" b4 marines will actually board.
If marines don't enter this stage, they can be 50m away and not even board. But they can enter that stage at 500-750m then suddenly disappear and begin the boarding procedure. And if only *one* marine does that the other N-1 marines will also disappear even if they are somewhat further away or even nowhere near the ship.
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There is a "hidden" command, which is described in the manual for exscriptor.But it's been discussed b4 and apparently transporting marines across can't trigger the marine capture action and there seems to be no other way to trigger it.
I didn't try it, but it seems as if this is what you are looking for.Exscriptor Manual wrote:One particular curiosity: command 1442, "add marine to attack group on ship",
does not appear in the in-game script editor, but it does work. It's very handy for "beaming"
marines directly aboard enemy ships…
To use it in you script, you have to use the Exscriptor by Whimsy.
Hope this helps.
Greets,
ScRaT
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I am currently writing a script for marine boarding too.
I did not yet use the add marines to attack group command. Rather a force Position command that puts the marine in front of the ship.
While testing, i made the discovery that when i force pos one Marine directly to the target (or into the target for that matter), nothing happens, the marine just turns and flies back to his comrades. If I force pos all marines to the target at once (or almost so), boarding (cutting of hull) starts immediately.
Everything is pretty much done (including most balancing), however the force position does not seem to work properly. When I force the marines over, some seem to explode immediately. At least some survive. The cutting through the hull sequence plays just fine. After that, it just stops. Scanning the target reveals that there are no marines onboard.
Kinda looks like the marines get transported over, the script starts, but then they immediately die. The script runs on but when it comes to phase 2 finds no more marines and stops.
I think I will now resort to the add marine to attack group command. I'll have to change some of the balancing but this will cut out a lot of other Problems. Whats the Syntax for this command btw??
I did not yet use the add marines to attack group command. Rather a force Position command that puts the marine in front of the ship.
While testing, i made the discovery that when i force pos one Marine directly to the target (or into the target for that matter), nothing happens, the marine just turns and flies back to his comrades. If I force pos all marines to the target at once (or almost so), boarding (cutting of hull) starts immediately.
Everything is pretty much done (including most balancing), however the force position does not seem to work properly. When I force the marines over, some seem to explode immediately. At least some survive. The cutting through the hull sequence plays just fine. After that, it just stops. Scanning the target reveals that there are no marines onboard.
Kinda looks like the marines get transported over, the script starts, but then they immediately die. The script runs on but when it comes to phase 2 finds no more marines and stops.
I think I will now resort to the add marine to attack group command. I'll have to change some of the balancing but this will cut out a lot of other Problems. Whats the Syntax for this command btw?
Code: Select all
<RefObj> <Var/Marine> add marine to attack group