drew4452862 Posted November 17, 2017 Share Posted November 17, 2017 # Avorion Workshop Ship Spawner ## Contribution ### What does this mod do? This mod allows players to type in a command to add missions to the military outposts. This adds difficult bosses that multiple people can fight. Sectors can also be edited to create a missions area. Just by entering the area, players can fight a custom ship. This is geared towards servers with mods or a need for new content. ### General note Adding the /summon command to admins \ moderators will let them setup a trigger in the sector that they are currently in. Players who enter this sector will trigger the boss to spawn in and he will be hostile. ### Installation Original files do not need to be edited for this mod to work! data/scripts/plans gets the say.lua (the file without path at the top) data/scripts/player/cmd gets the boss*.lua files and the other summon.lua data/scripts/player/missions/bossMission.lua data/plans gets your workshop ship plans (you can sub to the ship, use it in game, save it and find it in your appdata/roaming/avorion folder) in that same appdata folder you will find your admin.xml where you will need to add in the summon command and the bossPlayerTrigger (or else you will get unknown command) ### Config File server/data/scripts/player/cmd/bossConfig ### In game Added a playaer command that only need to be entered 1 time /bossPlayerTrigger. This will trigger missions to be spawned on military outposts for the player. bossMissionConfig checks the distance from the center and picks the appropriate mission. To setup a new mission, pick a new name like distanceC. Paste it into the config file where the shortest distance gets picked first. So distance 425 would have to go between 350 and 450 in the bossMissionConfig file. More turrets will just create more damage. distanceC = { distance = 425, factionName = "Warpers", shipXML = "zygonian.xml", turrets = 2000, title = "something", name = "something2" }, Fly to a sector, do /summon. When you fly out and back in you will see a boss and a message warning you about the boss do /summon remove to stop the boss from summoning in the future To set custom values (space is not working yet, so the messages might be tough) so /summon Empire deathstar.xml StarDestroyer DarthBuydioer 3000 m m 4000000 7200 This would spawn a stardestroyer with the empire faction ect. welcomeMessage would be skipped because I put m in there. You can skip any of these values and it will get the information from the bossConfig.lua. Also doing just /summon Empire, would only change the empire (the rest will be skipped automaticly) "factionName", "shipXML", "title", "name", "turrets", "welcomeMessage", "deathMessage", "deathRewards", "respawnTime" ### Bugs I need to add a timer to the Rogue ship missions, Rogue missions would need to be edited manually Download: https://ufile.io/xuu3a file size got too big lol Link to comment Share on other sites More sharing options...
Devious Posted November 20, 2017 Share Posted November 20, 2017 This mod looks pretty promising, will give it a try when I get to it! Link to comment Share on other sites More sharing options...
drew4452862 Posted November 21, 2017 Author Share Posted November 21, 2017 Added since the first release: custom bosses can be created in game, boss timer, better messages (doesn't affect player chat) Link to comment Share on other sites More sharing options...
drew4452862 Posted November 26, 2017 Author Share Posted November 26, 2017 Added in missions that use custom ships. Can be found in military outposts after doing the command (in readme) Link to comment Share on other sites More sharing options...
drew4452862 Posted November 27, 2017 Author Share Posted November 27, 2017 added in /summon remove command also fixed some stuff and added a check to make sure strings weren't going in there for numbers Link to comment Share on other sites More sharing options...
drew4452862 Posted December 1, 2017 Author Share Posted December 1, 2017 Military outposts will generate missions based on the distance from the center. Link to comment Share on other sites More sharing options...
drew4452862 Posted December 10, 2017 Author Share Posted December 10, 2017 Added in loot, 2 upgrades 2 turrets based on distance from the center. Added in 9 missions to the military outpost (distance based). Fixed some things. Message \ reward work correctly now. also included the plans file so you can just install this and test it out. not sure how that works with workshop ships but there it is. Link to comment Share on other sites More sharing options...
keviiinl Posted December 12, 2017 Share Posted December 12, 2017 This works great, I was a bit intimidated by the instructions at first but they turned out to be super easy. I never realized how fast my ships could die until I took the mission from a military base to kill the destroyer, I got wrecked in <5 seconds of initial combat. 10/10 would do again. Something to consider though is I killed the “something2” iron nugget and I got an abortion repair turret both times. I was like 10 sectors on the outside of the ring. I used the /summon command to get that. Link to comment Share on other sites More sharing options...
drew4452862 Posted December 12, 2017 Author Share Posted December 12, 2017 This works great, I was a bit intimidated by the instructions at first but they turned out to be super easy. I never realized how fast my ships could die until I took the mission from a military base to kill the destroyer, I got wrecked in <5 seconds of initial combat. 10/10 would do again. Something to consider though is I killed the “something2” iron nugget and I got an abortion repair turret both times. I was like 10 sectors on the outside of the ring. I used the /summon command to get that. Forgot the repair turret was still in there lol. I took it out... the summon command is more for setting up your own custom scenarios. I reduced the damage on some of the early missions. Thanks for checking out the mod! Link to comment Share on other sites More sharing options...
Kamo Posted December 12, 2017 Share Posted December 12, 2017 The "Spawn in workshop ships to fight players" idea is pretty cool. It needs to be a [glow=#4D9AFF,2,300]suggestion[/glow] - since some players make "factions", there may be player-designed factions, found as randomly as normal factions, with each player may have the possibility of designing factions in a menu. A faction would need at least one ship for each "essential" role: defender, freighter, station. And then the player would be able to use a probability-mass system, eventually combined with min-max core distance, to balance ship spawns by role. The menu would calculate in which resource ring the faction would spawn (by looking at the best material used in station... for each station type so there could be factions which could be spawnable spanning several resource rings). And it would also calculate the "viability" of the faction by looking at the cost of the smallest ships available on the essential roles (if the ships are way too big, the faction would need too much materials to make them spawn at all), for each resource ring if the faction is viable for several. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now