I would think that there should be some audio convertors out there that are free.Kyran said:Scripting Related
More supported audio formates for music.
This can be easily done with an in-mission cutscene--and this is what has to be done anyway as each capship is too unique to have the same landing.Kyran said:Script to have a ship land in a cap ship.
These are things that are AI-related and will not likely be implemented until the AI is reworked/expanded.Kyran said:Ability to have a pilot eject from a ship and either have his/her ship continue in the same direction or spin out of control.
Ability to list the targets for a certain ship. (Attack Badguy1, then Badguy3, then Cap Ship)
Kamikaze run, have a pilot ram a ship with the option of having him/her eject before crashing.
Use the prelaunch = none in the campiagn file--place it at the end of the mission name.Kyran said:Campaign Related
Option whether or not missions have the take off scene.
Usually, by the time SARs arrive, you should be long gone--and you never return to nav points in FC.Kyran said:Game Related
Have Sars pick up ejected pilots when the fighting stops.
Iceblade said:I would think that there should be some audio convertors out there that are free.
Iceblade said:Use the prelaunch = none in the campiagn file--place it at the end of the mission name.
<mission file="PerfectPlan1.mission.xml" win="PerfectPlan2.mission.xml" prelaunch="none" />
Iceblade said:Usually, by the time SARs arrive, you should be long gone--and you never return to nav points in FC.
Iceblade said:wav? ... I always thought mp3's were better. An ogg music file, though, I thought was something extremely specific to one game--guess not.
WAVs are always better than MP3s - the reason why MP3s are so much smaller than WAVs is because they use a special form of compression that actually results in audio quality loss.Iceblade said:wav? ... I always thought mp3's were better. An ogg music file, though, I thought was something extremely specific to one game--guess not.
Iceblade said:wav? ... I always thought mp3's were better. An ogg music file, though, I thought was something extremely specific to one game--guess not.
hmmm...well I never tested the prelaunch = none with anything except the cutscene, which come to think of it had no music, contained only one nav, and went immediately to the cutscene camera. As of yet there are no other strings for prelaunch.
Kyran said:Nice, however now it loads with you looking out the left window, the music doesn't seem to play and when I enter a new nav it crashes and burns. What are the other options for prelaunch?
Heres a few things I think should be added. (If their not already available.)
Mission Editor Related
Ability to select whether the selected ship will eject or not.
Ability to select the target for a selected ship.
No new music formats. Looping is pretty easy to do. I'm not changing the eject physics. You can already script capship landings. No kamikze. I'll think about adding attack lists.Scripting Related
More supported audio formates for music.
Option to have custom music loop or not.
Ability to have a pilot eject from a ship and either have his/her ship continue in the same direction or spin out of control.
Script to have a ship land in a cap ship.
Ability to list the targets for a certain ship. (Attack Badguy1, then Badguy3, then Cap Ship)
Kamikaze run, have a pilot ram a ship with the option of having him/her eject before crashing.
Can already skip the default cutscenes. Chosing movies will be easy to implement, but nobody has actually created any movie content that I have seen. You make it, we'll play it.Campaign Related
Option whether or not missions have the take off scene.
Ability to select which movie(s) play at mission load.
You can script in do not land messages. No subtitles are going in. No SAR pickup.Game Related
Do not land message for cap ships.
Subtitles.
Have Sars pick up ejected pilots when the fighting stops.
Ah, my understanding of the word programmatically must be off.eddieb said:The first can be accomplished by scripting already.
Ship_eject(string shipid)
Ejects the ship programatically.
eddieb said:Looping is pretty easy to do.
Music_play(string filename)
Overrides any existing music and plays this file in a loop. Usually cutscenes will use this only.
Still, it should do that by default. Wouldn't think it would be too hard to implament.eddieb said:You can script in do not land messages.
If MissionComplete = True then play = "cleartoland" else play = "dontland" end if.
Too hard to implament?eddieb said:No subtitles are going in.
It does. You probably want to look at Ship_setForceEject(string shipid, boolean forceject);Kyran said:Ah, my understanding of the word programmatically must be off.
I was thinking it would eject the ship straight away like with Ship_destroy.Code:Ship_eject(string shipid) Ejects the ship programatically.
Yeah, I can add that easily.Kyran said:No option for not looping though.Code:Music_play(string filename) Overrides any existing music and plays this file in a loop. Usually cutscenes will use this only.
Kyran said:Still, it should do that by default. Wouldn't think it would be too hard to implament.
Code:If MissionComplete = True then play = "cleartoland" else play = "dontland" end if.
Kyran said:Too hard to implament?
Kyran said:http://coorandale.myopracticinstitute.org/perfectplan.xml
Rename the xml to zip. It doesn't have the speach files in it so it might crash.
Iceblade said:wav? ... I always thought mp3's were better. An ogg music file, though, I thought was something extremely specific to one game--guess not.
hmmm...well I never tested the prelaunch = none with anything except the cutscene, which come to think of it had no music, contained only one nav, and went immediately to the cutscene camera. As of yet there are no other strings for prelaunch.
eddieb said:I have to set priorities, and its a major pain to do internationalization, which I see as the only purpose of captions.
eddieb said:I have to set priorities, and its a major pain to do internationalization, which I see as the only purpose of captions.
Comm_playVideo(string wavname, string videoname, string displayedpilotname, int iffcode, text);
eddieb said:You probably want to look at Ship_setForceEject(string shipid, boolean forceject);
<?xml version="1.0" encoding="UTF-8"?>
<pilot name="Jarrah">
<Insult1 audio="jarrah_insult.wav" video="helment.avi" text="Come on!"/>
<Insult2 audio="jarrah_insult2.wav" video="helment.avi" text="You going down."/>
<Yes audio="jarrah_yes.wav" video="helment.avi" text="Sure thing."/>
<No audio="jarrah_no.wav" video="helment.avi" text="Na mate, I don't think so."/>
<Statusgood audio="jarrah_statusgood.wav" video="helment.avi" text="I'm alright."/>
</campaign>