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Xansta

It's in the repository: https://github.com/daid/EmptyEpsilon/pull/634 It should make it to the next release since it's been merged. You can go to the repository, grab the file and put it in the server's scripts folder if you'd like to run it before the next release

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Xansta
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  • To add to Blue Shadow's comment: you will want all the clients as well as the server to have the files
  • I think "Trust" should be "Thrust"
    in EmptyEpsilon2 Comment by Xansta June 17
  • Let em know if these are useful.
  • https://drive.google.com/file/d/1WJXqMfqOeLtobM3Gi3Lb_2G6_16E1F8x/view?usp=sharing https://drive.google.com/file/d/1GAlOAeNj5FNsp41S_8hkm1HhuGYBl54u/view?usp=sharing https://drive.google.com/file/d/1-WgMwowk18qFjPt5fBMaYczLyJjGaHnn/view?usp=sharing
  • I found 3: 2017.11.03, 2017.12.25 and 2018.02.15
  • I've still got a version on my Android tablet, however, I don't use Android enough to know how to grab it and send it somewhere. Are you interested in that? More specifically, if I send it, would it be enough to put back up on the site as a download…
  • Did you try adjusting the scaling factors in the model data for your custom player ship, like setScale() and/or setRadius()
  • Find the Capture the Flag scenario here: https://github.com/daid/EmptyEpsilon/pull/634
  • The way I do communications for stations and ships is in a function within the script. I think other examples have the comms for the station in an external script and the comms for the ship in an external script. Make sure you set your created shi…
    in Comms Issues Comment by Xansta March 1
  • I did not have that much trouble in my testing when I was the only crew, set on easy difficulty. However, I also knew I should run over there ASAP. I probably need to increase the amount of time Tim has to live, especially on the easy difficulty. Th…
  • I listened to the files. They sound good to me. I think they'll add a nice immersion touch to the folks that have the luxury of playing with the server audio
  • Note: headless server does not pause
  • Setting the AI (default, fighter or missilevolley) occurs when the template is built. It cannot be changed once the server starts. The ship templates can be found in the scripts folder: shipTemplates.lua. If you make changes to this file, all your c…
  • Multi-Phobos attack indicates you were using the normal or "Hard" variation. For solo play, I suggest the 'Easy' variation. I'll switch to OGG files for sure. I'll be adding in explanatory messages after a player "falls" into the river, too. I'll …
  • The river in What The Dickens is not supposed to be explained - it's supposed to surprise. It doesn't kill *every* system, you could still get out by impulse. There are bridges across the river, too, if you're in a warp ship. Shoreline does need som…
  • Just wait until your players figure out they can lay a minefield around their flag. *then* try to figure out how you'll handle it (maybe choose ships with no mines)
  • I like the idea of extreme range missiles requiring some coordination between several stations like Relay to have a probe around the target, science to give a direction and distance and weapons to program the missile for the direction and distance p…
  • True, when all players are in the same room, you would not want the engine sound to come from all the computers. However, when your crew is spread out across the internet, having an option to enable sound on the client might be nice, especially if y…
  • Sounds good. Focus is on research and coordination, less on ship combat. It would perhaps appeal to a different kind of bridge simulator enthusiast. I could see this as an adjunct ship or as adjunct bridge stations for existing ships in the context …
  • The way you've got EE designed, Daid, you could have both. Create some new consoles like Helm+ where power and coolant sliders are added for warp, jump, impulse and maneuver; Weapons+ where power and coolant sliders are added for missiles, beams and…
  • Clarification: the ships that drop the flag are the first pair spawned. It also happens to currently be the first pair in the array of starting positions. I modified the instructions to state that. If you fiddle with the starting positions and the f…
  • Bartering came with a copy/paste. I also had the idea that the bartering could lead to ship improvements (like is done in other scripts), so a team could spend their time chasing the flag or improving their ship. Improvements include faster ship spe…
  • To extract the environment to a separate script is fine. I assume structural changes would be relatively minor. I've had issues with separate scripts in the past (as I mentioned), so I avoid that. If you've got different environment scripts, you may…
  • "Drop flag" appears on the weapons screen and on the tactical screen. I didn't include it on single pilot screen due to the inherent cooperative nature of EE. I know that some screens cannot have buttons added to them. I don't know if the single pil…
  • The referee station constantly renames itself to include the time remaining in the current phase (set up or hunt). If you're not seeing this on relay, helm, weapons, science, this is a problem. If your teams need/want to track this, they should have…
  • Added text to the description stating that the ships closest to the referee station will set the team's flag. This means that if you change the player ship starting locations, you should keep the first ones in the array closest to the mid-point wher…
  • As you noticed, I put the starting positions in an array at the top of init for easy modification. Ship rotation (which way the ship faces when spawned) is still random. Keep in mind, this is also where the ship goes when tagged while in enemy terri…
  • Symmetric random is on my list of improvements, but I have not gotten there yet. As you mentioned, you can plug in the terrain you desire.
  • For squadron purposes, I can name the ships. However, I'd need to know a standard grouping. Without guidance, I'd assume this: Ships/ Names Team Human Kraylor ------ ----- ------- 01 Alpha Red 02 Alpha Red Bravo Blue 03 Alpha Red …
  • Changing the call sign of the player ships does not adversely affect the script