AL Plugin : Deathmatch Arena Redux 1.3 30/6/08
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last night i experienced a bug with this script.
i had docked just before the deathmatch timer had counted down. and when i undocked (there about 15 seconds to wait) then a paranid perseus would turn up and a few seconds alter the game would freeze. this freeze even happened if i jumped to another sector.
i eventually solved it by disabling the plug-in and then jumping out of secotr. the mad thing is even though it was disabled i got attacked by a dragon, 2 mambas, and a falcon. was a fun fight. and once i killed them all i got the choice of continuing or leaving arena. naturally chose leave.
the freezing has not returned even though i have reenabled the plugin afterwards.
v strange.
i had docked just before the deathmatch timer had counted down. and when i undocked (there about 15 seconds to wait) then a paranid perseus would turn up and a few seconds alter the game would freeze. this freeze even happened if i jumped to another sector.
i eventually solved it by disabling the plug-in and then jumping out of secotr. the mad thing is even though it was disabled i got attacked by a dragon, 2 mambas, and a falcon. was a fun fight. and once i killed them all i got the choice of continuing or leaving arena. naturally chose leave.
the freezing has not returned even though i have reenabled the plugin afterwards.
v strange.
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I always get Khaak in wave 2 or 3 on Medium or harder.
One thing I thought with this: if they kill you you just reload. I think it would be better if they just cripple your ship or something.
You'd need to add something like a notoriety boost or Treasure hunt tips or something to make it worth not reloading your messed up hull but I think degrees of failure or success add a lot of variety.
One thing I thought with this: if they kill you you just reload. I think it would be better if they just cripple your ship or something.
You'd need to add something like a notoriety boost or Treasure hunt tips or something to make it worth not reloading your messed up hull but I think degrees of failure or success add a lot of variety.
Always welcome! Cheap and filling!
OoopsLV wrote:The call is random steve and i've yet to get the Khaak in about 60 goes
I'll add some code to limit the amount of clusters
I'm just testing some other things like turning all sats to another race for the DM and swapping them back which will sort that problem.
My mistake. Feedback on wrong plug-in. Was referring to the one where you are asked to join in on a general barney on one side or the other.
2 khaak cap ships and 20 odd clusters was my signal to reload.
It's a great mod though. You are and the other modders here are rescuing x3 from gorgeous-looking vapidity. Superb work.
I was thinking you got mixed up after an hour of trying to force a khaak dma
Leave it with me, i'll make sure no more than 5 clusters spawn.
Leave it with me, i'll make sure no more than 5 clusters spawn.
LV's TC Scripts
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
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Sorry about that. One thing that would make the battle mod even better would be if we could 'tune' the messages so that we only received specific combinations. I only take on Pirate and Xenon for instance.LV wrote:I was thinking you got mixed up after an hour of trying to force a khaak dma
Leave it with me, i'll make sure no more than 5 clusters spawn.
A 'max participant numbers' would be great too. Even on a system that can cope with argon prime some of the bigger combats get laggy. All crits are dwarfed by how much fun your mod is though.
One question. If I don't signal my intention to join a battle, does it take place anyway?
Hmn how does the same amount of ships but either staggered or spread out at the xyz axis so in essence you get three waves coming in from 3 directions? would that help peeps?SteveMill wrote: A 'max participant numbers' would be great too. Even on a system that can cope with argon prime some of the bigger combats get laggy. All crits are dwarfed by how much fun your mod is though.
One question. If I don't signal my intention to join a battle, does it take place anyway?
If you decline no battle
- Nick 031287
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http://forum.egosoft.com/viewtopic.php? ... 90#1227190Nick 031287 wrote:you should do one to have a special fleet engagement so you can have a nice battle once in a while that would be cool
A random guess would be the first post in this threadwhere do i get these death match missions and how????
LV's TC Scripts
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
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- Posts: 414
- Joined: Sat, 6. Mar 04, 09:32
I got 5 Clusters in the M3 wave. Hit em with a Hurricane and when they split it froze up.
However, other times they just don't want to break up. I thought their AI splits at the first wound or when they select a foe. These ones often just hang as a big target.
BTW, I think waves from the four corners (or however you do it) is a good idea.
Ps: IMO the Khaak kind of reduce the immersion for me in this script. All the others might just be up for a playfight but the Khaak?
Pps: Does the other Arena script still have a fight if you don't accept?
However, other times they just don't want to break up. I thought their AI splits at the first wound or when they select a foe. These ones often just hang as a big target.
BTW, I think waves from the four corners (or however you do it) is a good idea.
Ps: IMO the Khaak kind of reduce the immersion for me in this script. All the others might just be up for a playfight but the Khaak?
Pps: Does the other Arena script still have a fight if you don't accept?
Always welcome! Cheap and filling!
- Nick 031287
- Posts: 1175
- Joined: Wed, 26. Jan 05, 21:30
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- Posts: 414
- Joined: Sat, 6. Mar 04, 09:32
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- Posts: 414
- Joined: Sat, 6. Mar 04, 09:32
- Nick 031287
- Posts: 1175
- Joined: Wed, 26. Jan 05, 21:30
Might help cut down all the lag creating weapons effects.LV wrote:Hmn how does the same amount of ships but either staggered or spread out at the xyz axis so in essence you get three waves coming in from 3 directions? would that help peeps?SteveMill wrote: A 'max participant numbers' would be great too. Even on a system that can cope with argon prime some of the bigger combats get laggy. All crits are dwarfed by how much fun your mod is though.
One question. If I don't signal my intention to join a battle, does it take place anyway?
If you decline no battle