tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
texture requests: 1. a big texture (256x256) saying "place Turret Factory here" with a picture of the TF button as ud see it in commander view. the idea being so when the nub gets in the comm chair he can look at the floor of the room hes in and see a nice pretty instruction for him to drop a TF in that location, and in-case hes unsure as to wat button makes a TF he can just match the texture to the button on the comm console... anyone understand wat im getting at here?
2. same type of texture but for a siege turret
3. an infested version of the texture "grate_circle" which u can see on the ceiling above the hive, itd be great if the infestation looked like it was creeping out in a circular fashion from the central hive pillar thing
This is coming along absolutely great so far, everyone. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
As far as the voices and scripts are concerned, I think it would be better to write the scripts as if a commander were guiding the newbie along on the training mission through his HUD.
For example:
"Welcome to training, greenback, we've got alot to cover, so pay attention."
"This here's the HMG. She's not as accurate as your standard loadout LMG, but she packs more punch and carries a bigger clip."
I also agree with the idea of not having an alien training mission, but by having the marine training teach the soldier about the aliens, thereby giving the player an idea of how to play them:
"That there's a lerk. Fortunately, he's the only flying life form we've seen. He's got some nasty sharp teeth, so make sure to keep away from him. He can shoot poisionous gas and even a cloud that blocks our bullets. His scream seems to enrage any other aliens in the area, making them all attack faster. I've seen greenbacks fall to their knees in fear when that happens, so try to keep your wits about you soldier."
These are all off the top of my head, but it's how I think the audio part of the training should go. I've done some voice acting in the past for a local college radio station as well as the voice of GIR and the TV announcer in the Invader Zim Fan Animated Series (not the real cartoon! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> ). I don't know how well I could do a military commander, but I'll give it a shot. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
You really should put overlays over those screens i think, even ones that flicker, which i think would really add to the room. I think the screens above the window look a little out of place however. Really good job with the control consoles along the floor though, they look.. star trekie <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
one thing worries me though. what happens if a patch comes out and changes something. like lerks cant shoot poisonous gas, lmg clip size changes, etc. what happens to this map? does it become instantly out-dated?
one thing worries me though. what happens if a patch comes out and changes something. like lerks cant shoot poisonous gas, lmg clip size changes, etc. what happens to this map? does it become instantly out-dated? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I was thinking about that myself.
Only the minimum amount of information needs to be put into the map... Clip sizes, damage, anything at all balance related can't go in or it could be outdated one day.
For example, we can't put things in the audio like: "The siege cannon does X damage in an X radius"
It needs to be tweaked and generalized a little: "Listen up, soldier. The siege cannon is a sonic weapon that packs a long range wallop and damages structures, even through walls. Use it for clearing out heavy infestations your men can't break alone."
yeah, and i think for simplicity sake. if im new to a game, i dotn want to hear how much armor it adds and the damage a lmg does per upgrade or how much armor an onos has. just say gl blows up stuff real good against structures and an hmg rips through aliens. just think of what might happen in the future when making this map. if they really want to be meticulous(sp?) then they can find out damage stuff by themselves.
forlorn, your idea is good, but i wouldnt use it. the NS team can tweak anything, and those figures you give would be totally outdated, giving false information.
"Hi!" that textures great but can u sorta make the infestation fade out towards the edge of the circle, cos i dont wanna hav to cover the whole ceiling in infestation, cos itd mean having to cover the rest of the room in infestation, and i want the infestation to look like it hasnt been there for ages
darkhand, some of ur ideas r really great, ill pm u about doing the voices but uv defs changed some of my ideas about the map and given me new ideas, like the captain being the commander like u said, but issueing u waypoints and stuff <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
xeno, i had no intentions of putting figures into the weapon specs, thats allready been covered and is merely for informative purposes. and if some of the weapons do change, all the ns devs hav to do is redo the sound files (and edit the weapon textures ive added to the wad), big deal <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-Hi!+Aug 12 2004, 01:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hi! @ Aug 12 2004, 01:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How's this one? (includes before and after pictures, w00t!!!) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Surely that one is going into ns2.wad?
<!--QuoteBegin-P@R@$!Te+Aug 12 2004, 05:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (P@R@$!Te @ Aug 12 2004, 05:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> is there going to be an alien training course too? and will the players get a chance to "comm" and learn to build/place/research stuff? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> lol plz at least look at the first page b4 asking stuff like this, the answer is no and yes tho
may as well post a pic of the supply room while im here
<img src='http://www.bios-clan.uk-xtreme.net/images/training/training_12.jpg' border='0' alt='user posted image' /> there is some subtle drippage as well but u cant see it in the pic
Looks great! I know its quite a ways out but I can't wait for a beta to test out. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I worked on some audio yesterday for practice... I need to work on the voice but I think I've got the audio filters and sound effects determined. I'm at work right now but I'll give it another go tonight and have a sample ready for everyone to listen to. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
2. comm tells u to get a move on down to briefing or watever and gives u sequential waypoints (ill do it with triggers and sprites, anyone kno wat the sprite is they use for waypoints btw?)
3. sit thru a brief (no more than a few minutes long) describing the aliens and chambers
4. then u hear a "oh sh*t", some explosions over the tannoy, and an onos roar which rumbles the whole level. at which point u lose communication with the commander and ur on your own
5. in order to weld your way around the infested blockage, u hav to visit the arms cache, where u can push a button to find out info on the weapons, choose how to kit yourself out, and visit the target range if u wish
6. u hav to weld a vent by the broken door (infested blockage) whichll take u thru to the supply room
7. get in another vent, which takes u past and gives u sneak peaks of the corridor on the other side of the broken door and the hive b4 ending up in the siege room ("Docking")
8. ill see if i can make some preplaced marine structures damaged, so u hav to repair weld them
9. u then hav to get in the comm chair and build a res node (next to one that has allready been built so it shuld be fairly obvious), a turret fac and some siege turrets (hinted at by the big comm-only-viewable textures that i requested <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->)
10. the players then given access to the hive room itself ("operations") and hopefully wont get mullered too much by his own siege turrets
11. the end
Things ill dot around the level: * game_texts as hints and tips. for example, in a vent u get a warning to use caution in vents as they are dominated by the kharaa * information screens. somethin inspired by doom 3 where u see a computer, go and use it and itll tell u information on somethin, or add to the story *ill try and add that onos silhoutte thing somewhere, where u see one for a split second in the distance, b4 a door shuts in your face, or the lights go out or somethin
any ideas or suggestions r welcome, and darkhand i hope this has made it a bit easier to write the scripts and voice act the comm <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
edit: ill also include some phase gateage, if u preplace a phasegate, and then build another as comm will they be connected?
<!--QuoteBegin-Meat_Popsicle+Aug 12 2004, 03:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Aug 12 2004, 03:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 8. ill see if i can make some preplaced marine structures damaged, so u hav to repair weld them <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Would a trigger_hurt work?
<!--QuoteBegin-Meat_Popsicle+Aug 12 2004, 02:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Aug 12 2004, 02:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->2. comm tells u to get a move on down to briefing or watever and gives u sequential waypoints (ill do it with triggers and sprites, anyone kno wat the sprite is they use for waypoints btw?) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> they are part of the 320order.spr and 640orders.spr sprites.
<!--QuoteBegin-Meat_Popsicle+Aug 12 2004, 08:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Aug 12 2004, 08:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ok heres how im thinking the level will play <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Sounds good overall to me! But should the player be on his own so early? The commander guides the player through the map like a normal training day at first, but after the Onos incident, since it's up to the player to save the ship, perhaps the commander can occasionally make contact with the player through some conviently placed communications systems. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
---------------------------------
::player wakes up in stasis::
::over intercom:: Rise and shine, greenies! Time for another training session. I'm Seargeant Edwards, and I'll be your trainer. You'll be in the ALF-TIC wing today, the Alien Life Form Training and Information Center. At the end of this session you'll have a basic understanding of the creatures we've been encountering lately.
Hmm, looks like you're the only one who came out of stasis. We've been having all kinds of strange problems with the ships systems lately and we can't track them down. Oh well! Looks like it's just you and me today, soldier.
::waypoint::
I've set a waypoint on your heads up display to guide you to the ALF-TIC wing. Head there on the double.
::player crosses trigger at the ALF-TIC wing::
Pay attention, greenie. I'm not going to repeat myself.
::lights dim, presentation begins. Insert presentation audio here... I'm too lazy to type it all right now::
See? That wasn't so bad. Alright, let's get you back to stasis.
::General alarm sounds::
Stand by soldier, hold position.
::onos roar, explosions and rumbles::
::static, alarms, screaming, general mayhem heard on intercom::
::static, lower quality audio, alarms in background::Hey greenie, you still there? Something huge is on this ship and it took out my entire security squad!! We're on backup communication right now. We're at code red on all decks and the rest of our crew is stuck in stasis! I need you to assess the situation. Get to the armory and grab some weapons. Looks like you'll be getting a crash course in weapons today, too. Then find out what in the world is going on!
::player gets to armory::
::weapons info here. perhaps a container for each weapon with a clear window that can be opened up with a button, triggering the explanation of each:: ::reminder that if you don't follow the commanders orders, you'll never get any weapons::
Alright. Get to the operations center. Maybe we can figure out what's going on from there.
::waypoint::
::player crosses trigger near infested blockage::
What in the world is that?!
::player crosses trigger::
That door is jammed shut. There's no way we're getting to operations now. Wait a minute... There's a ventilation shaft to your left. Use your welder to open it up and crawl through to operations. There's a supply room en route as well. Stock up.
::while in the vent, player crosses a trigger:: You're a sitting duck while in vents. Get in and get out of them as fast as possible.
::player enters supply room::
These are some of the supplies your commander can give you. ::explanation of each:: Make sure you follow his orders, or just like with weapons, he won't give you anything.
::player goes through another vent, giving him a peek of the hive::
I can't believe it! Our ship is infested! Alright, soldier. You're no where near qualified enough to command, but you're going to have to get into a command chair and build some structures to take that alien hive down. This is an extreme circumstance, greenie. I don't want to see you commanding in the field until you get alot more experience.
::insert explanations of various buildings::
::builds/repairs structures, destroys the hive::
Great work, soldier! You did it! Without a hive, the aliens can't survive for long. I'll work on getting our distress beacon working to call for backup. If we live through this, I'll see to your promotion.
::end::
---------------------------------
That's obviously a rough draft, it's still missing alot. I'm open to suggestions and criticism!
<!--QuoteBegin-DarkHand69+Aug 12 2004, 12:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkHand69 @ Aug 12 2004, 12:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> .... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> lol yeh thats a lot better, i reckon after the player hears the **** breaking loose on the radio he shuld be told to go to the arms cache first tho and kit up b4 he comes across the blockage. itll be easier for me as well if i hav to waypoint everything, as because were faking them, i can only put the waypoints in direct line of sight else the player wont see em as theyre just regular sprites
gd idea with having dropped supplies in the supply room, wuld never hav thought of that by myself <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
btw, i was wondering. meat, are the devs really going to incorporate this? do you have a solid awnser from them? i would hate for you to do this and the devs wont put it in.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->btw, i was wondering. meat, are the devs really going to incorporate this? do you have a solid awnser from them? i would hate for you to do this and the devs wont put it in.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> when i emailed flay it was more to inform him about the project and see if he culd fix the dodgy preplaced structures and weapons, not to ask him whether he'd ever include it in a release so his response was pretty much "Thanks for the note. Sounds like a cool project."... if we do it well theres a gd chance itll be included, if we do it well and its not included, im sure itll still get downloads
Comments
e/ PM me an e-mail account that can handle a fair sized attachment (at least a meg)
Out of interest, will there need to be any scripted events / input from the Devs for the map to actually work?
<img src='http://www.bios-clan.uk-xtreme.net/images/training/training_11.jpg' border='0' alt='user posted image' />
I am for some reason looking more forward to this map than b5.
1. a big texture (256x256) saying "place Turret Factory here" with a picture of the TF button as ud see it in commander view. the idea being so when the nub gets in the comm chair he can look at the floor of the room hes in and see a nice pretty instruction for him to drop a TF in that location, and in-case hes unsure as to wat button makes a TF he can just match the texture to the button on the comm console... anyone understand wat im getting at here?
2. same type of texture but for a siege turret
3. an infested version of the texture "grate_circle" which u can see on the ceiling above the hive, itd be great if the infestation looked like it was creeping out in a circular fashion from the central hive pillar thing
Shouldn't the nub get to build a resource tower?
As far as the voices and scripts are concerned, I think it would be better to write the scripts as if a commander were guiding the newbie along on the training mission through his HUD.
For example:
"Welcome to training, greenback, we've got alot to cover, so pay attention."
"This here's the HMG. She's not as accurate as your standard loadout LMG, but she packs more punch and carries a bigger clip."
I also agree with the idea of not having an alien training mission, but by having the marine training teach the soldier about the aliens, thereby giving the player an idea of how to play them:
"That there's a lerk. Fortunately, he's the only flying life form we've seen. He's got some nasty sharp teeth, so make sure to keep away from him. He can shoot poisionous gas and even a cloud that blocks our bullets. His scream seems to enrage any other aliens in the area, making them all attack faster. I've seen greenbacks fall to their knees in fear when that happens, so try to keep your wits about you soldier."
These are all off the top of my head, but it's how I think the audio part of the training should go. I've done some voice acting in the past for a local college radio station as well as the voice of GIR and the TV announcer in the Invader Zim Fan Animated Series (not the real cartoon! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> ). I don't know how well I could do a military commander, but I'll give it a shot. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Well, i allways like to train.
one thing worries me though. what happens if a patch comes out and changes something. like lerks cant shoot poisonous gas, lmg clip size changes, etc. what happens to this map? does it become instantly out-dated?
one thing worries me though. what happens if a patch comes out and changes something. like lerks cant shoot poisonous gas, lmg clip size changes, etc. what happens to this map? does it become instantly out-dated? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I was thinking about that myself.
Only the minimum amount of information needs to be put into the map... Clip sizes, damage, anything at all balance related can't go in or it could be outdated one day.
For example, we can't put things in the audio like: "The siege cannon does X damage in an X radius"
It needs to be tweaked and generalized a little: "Listen up, soldier. The siege cannon is a sonic weapon that packs a long range wallop and damages structures, even through walls. Use it for clearing out heavy infestations your men can't break alone."
forlorn, your idea is good, but i wouldnt use it. the NS team can tweak anything, and those figures you give would be totally outdated, giving false information.
darkhand, some of ur ideas r really great, ill pm u about doing the voices but uv defs changed some of my ideas about the map and given me new ideas, like the captain being the commander like u said, but issueing u waypoints and stuff <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
xeno, i had no intentions of putting figures into the weapon specs, thats allready been covered and is merely for informative purposes. and if some of the weapons do change, all the ns devs hav to do is redo the sound files (and edit the weapon textures ive added to the wad), big deal <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Surely that one is going into ns2.wad?
is there going to be an alien training course too? and will the players get a chance to "comm" and learn to build/place/research stuff?
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
lol plz at least look at the first page b4 asking stuff like this, the answer is no and yes tho
may as well post a pic of the supply room while im here
<img src='http://www.bios-clan.uk-xtreme.net/images/training/training_12.jpg' border='0' alt='user posted image' />
there is some subtle drippage as well but u cant see it in the pic
I worked on some audio yesterday for practice... I need to work on the voice but I think I've got the audio filters and sound effects determined. I'm at work right now but I'll give it another go tonight and have a sample ready for everyone to listen to. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
1. wake up in stasis
2. comm tells u to get a move on down to briefing or watever and gives u
sequential waypoints (ill do it with triggers and sprites, anyone kno wat the sprite is they use for waypoints btw?)
3. sit thru a brief (no more than a few minutes long) describing the aliens and chambers
4. then u hear a "oh sh*t", some explosions over the tannoy, and an onos roar which rumbles the whole level. at which point u lose communication with the commander and ur on your own
5. in order to weld your way around the infested blockage, u hav to visit the arms cache, where u can push a button to find out info on the weapons, choose how to kit yourself out, and visit the target range if u wish
6. u hav to weld a vent by the broken door (infested blockage) whichll take u thru to the supply room
7. get in another vent, which takes u past and gives u sneak peaks of the corridor on the other side of the broken door and the hive b4 ending up in the siege room ("Docking")
8. ill see if i can make some preplaced marine structures damaged, so u hav to repair weld them
9. u then hav to get in the comm chair and build a res node (next to one that has allready been built so it shuld be fairly obvious), a turret fac and some siege turrets (hinted at by the big comm-only-viewable textures that i requested <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->)
10. the players then given access to the hive room itself ("operations") and hopefully wont get mullered too much by his own siege turrets
11. the end
Things ill dot around the level:
* game_texts as hints and tips. for example, in a vent u get a warning to use caution in vents as they are dominated by the kharaa
* information screens. somethin inspired by doom 3 where u see a computer, go and use it and itll tell u information on somethin, or add to the story
*ill try and add that onos silhoutte thing somewhere, where u see one for a split second in the distance, b4 a door shuts in your face, or the lights go out or somethin
any ideas or suggestions r welcome, and darkhand i hope this has made it a bit easier to write the scripts and voice act the comm <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
edit: ill also include some phase gateage, if u preplace a phasegate, and then build another as comm will they be connected?
Would a trigger_hurt work?
sequential waypoints (ill do it with triggers and sprites, anyone kno wat the sprite is they use for waypoints btw?)
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
they are part of the 320order.spr and 640orders.spr sprites.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Sounds good overall to me! But should the player be on his own so early? The commander guides the player through the map like a normal training day at first, but after the Onos incident, since it's up to the player to save the ship, perhaps the commander can occasionally make contact with the player through some conviently placed communications systems. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
---------------------------------
::player wakes up in stasis::
::over intercom::
Rise and shine, greenies! Time for another training session. I'm Seargeant Edwards, and I'll be your trainer. You'll be in the ALF-TIC wing today, the Alien Life Form Training and Information Center. At the end of this session you'll have a basic understanding of the creatures we've been encountering lately.
Hmm, looks like you're the only one who came out of stasis. We've been having all kinds of strange problems with the ships systems lately and we can't track them down. Oh well! Looks like it's just you and me today, soldier.
::waypoint::
I've set a waypoint on your heads up display to guide you to the ALF-TIC wing. Head there on the double.
::player crosses trigger at the ALF-TIC wing::
Pay attention, greenie. I'm not going to repeat myself.
::lights dim, presentation begins. Insert presentation audio here... I'm too lazy to type it all right now::
See? That wasn't so bad. Alright, let's get you back to stasis.
::General alarm sounds::
Stand by soldier, hold position.
::onos roar, explosions and rumbles::
::static, alarms, screaming, general mayhem heard on intercom::
::static, lower quality audio, alarms in background::Hey greenie, you still there? Something huge is on this ship and it took out my entire security squad!! We're on backup communication right now. We're at code red on all decks and the rest of our crew is stuck in stasis! I need you to assess the situation. Get to the armory and grab some weapons. Looks like you'll be getting a crash course in weapons today, too. Then find out what in the world is going on!
::player gets to armory::
::weapons info here. perhaps a container for each weapon with a clear window that can be opened up with a button, triggering the explanation of each:: ::reminder that if you don't follow the commanders orders, you'll never get any weapons::
Alright. Get to the operations center. Maybe we can figure out what's going on from there.
::waypoint::
::player crosses trigger near infested blockage::
What in the world is that?!
::player crosses trigger::
That door is jammed shut. There's no way we're getting to operations now. Wait a minute... There's a ventilation shaft to your left. Use your welder to open it up and crawl through to operations. There's a supply room en route as well. Stock up.
::while in the vent, player crosses a trigger::
You're a sitting duck while in vents. Get in and get out of them as fast as possible.
::player enters supply room::
These are some of the supplies your commander can give you. ::explanation of each:: Make sure you follow his orders, or just like with weapons, he won't give you anything.
::player goes through another vent, giving him a peek of the hive::
I can't believe it! Our ship is infested! Alright, soldier. You're no where near qualified enough to command, but you're going to have to get into a command chair and build some structures to take that alien hive down. This is an extreme circumstance, greenie. I don't want to see you commanding in the field until you get alot more experience.
::insert explanations of various buildings::
::builds/repairs structures, destroys the hive::
Great work, soldier! You did it! Without a hive, the aliens can't survive for long. I'll work on getting our distress beacon working to call for backup. If we live through this, I'll see to your promotion.
::end::
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That's obviously a rough draft, it's still missing alot. I'm open to suggestions and criticism!
lol yeh thats a lot better, i reckon after the player hears the **** breaking loose on the radio he shuld be told to go to the arms cache first tho and kit up b4 he comes across the blockage. itll be easier for me as well if i hav to waypoint everything, as because were faking them, i can only put the waypoints in direct line of sight else the player wont see em as theyre just regular sprites
gd idea with having dropped supplies in the supply room, wuld never hav thought of that by myself <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
btw, i was wondering. meat, are the devs really going to incorporate this? do you have a solid awnser from them? i would hate for you to do this and the devs wont put it in.
when i emailed flay it was more to inform him about the project and see if he culd fix the dodgy preplaced structures and weapons, not to ask him whether he'd ever include it in a release so his response was pretty much "Thanks for the note. Sounds like a cool project."... if we do it well theres a gd chance itll be included, if we do it well and its not included, im sure itll still get downloads