Many modules incorperate ships to get from one location to another but they're usually highly unrealistic - you step onto the boat and step off at your desinatination instantly, often people might step on a bit later and arrive on the ship at a different time. This batch of scripts will transport several people at once to their destination by route of an 'at sea' ship location, which gives the feel you're actually travelling somewhere rather than simply teleporting. The time taken is easily editted as are all the other variables such a destination waypoints and suchlike. Additionally while the ship is in use anyone trying to set sail in that time will be told they need to take on supplies for the next trip and to wait a while...
Ive kinda sorta updated this sytem a little.. ive made it to be more like a ship that has left the docks in a calm and peacefull day and have added a couple of areas for the inside of the ship. for exploring while the time goes by. and when you come back up on deck, PAFF, the storm.. pretty cool still have a couple of bugs to work out though.. Uhh also one thing... Its mainly in french.. Sorry but my module im working on is in french.. But i left some of the original dialogues in place.. that are in english.. Before i post the new version ill have to make sure this thing works correctly lol before getting any bad critics goin on..
see you all around.. not sure when ill poste it yet.. I may waite a little to get my mod online before putting it in place..
I'm just in the process of implementing this at the moment, I'd liek to do a couipe of exra things with it and am not quite sure how.
1) I'd like the 'At Sea' location to be chosen from a random pool so I can have the occasional encounter and differet weather conditions.
2) I'd like to run multiple ships at the same time from different ports. Not too many, just enough to give people a chance of getting onboard when the server is busy.
I know I can do the latter simply by creating a new bunch of scripts and running them seperately, but is there a cleaner way of doing it?
This is a compilation of the old system into a single score. There were 11 that made this score of 8.36 then rounded to 8.
Posted by Jamaludin ( ..xxx.xxx ) at 2004-01-31 03:46:00
Another great script from you, youre a good scripter jeez, like the battlefield script, thanks dude again
Posted by Gladewatcher ( ..xxx.xxx ) at 2003-12-15 09:48:00
Nevermind on my last post. I exported the dock hand and captain from your demo mod. Not sure why they didnt come with the main erf. Oh well, thanks again. Glade
Posted by Gladewatcher ( ..xxx.xxx ) at 2003-12-15 09:40:00
Hello, this script looks great. However, I can't find the dockhand in my custom creatures palate. What convo and special scripting does he need and I'll try to make a new one. Thanks, Glade
Posted by Ryuujin ( ..xxx.xxx ) at 2003-12-11 03:55:00
Sorry if this reply is very late.
To travel from B to A you'd ahve to set up a new generic script with the "A" waypoint in it, and the appropriate triggers on the B side. Basiclly same as you did for A to B, going to a Waypoint on the A side this time.
You only need one "At sea" location, people cannot accidentally share a boat since it's scripted to prevent that. On a busy server this could be a problem though.
You only need one WP_Default, I'm not sure what effect having two would have but it certainly wouldn't do anything server shattering.
Posted by Silas Hand ( ..xxx.xxx ) at 2003-12-08 05:34:00
Greetings Ryuujin!
i just have implemented your ship travel system in my PW and it works fine so far. Now, I just have one question.
It is clear that one can have a port with more destinations, but my question is:
If I want to travell between ports from A to B, then from B back to A again, do I have to set up all anew, and if so, how do I have to do it?
*two ships, with two triggers?
*two areas "at high sea"?
There would be more Waypoints with the tag WP_default, and what would happen if two or more parties are at high sea at the same time (would they meet each other on the same ship?)
Or do I need to make the at sea area for each ship trail?
That just gives me a kind of headache :D
Thank you in advance and waiting for your help!
Posted by Newbie ( ..xxx.xxx ) at 2003-07-30 05:55:00
No it didnt work =\ thanks anyway though.
Posted by Ryuujin ( ..xxx.xxx ) at 2003-07-30 03:46:00
Hmm, the ATS system is probably trying to write to the same tokens and/or local integers as the shipping scripts.
To fix this go into the captains conversation, find the conversation lines where he tells you how long you have left on your journey. You'll see a tab marked , change the number after CUSTOM (To anyhing you want), now open up the "actions taken" script in the bottom right of the conversation window, and find the line SetCustomToken(###, "Blah Blah Blah"); line, and replace the custom token number with the number you typed in in the conversation. Now save it.
If this doesn't work clearly the ATS system is trying to share a difefrent resource but I can't possibly say what.
Posted by Newbie ( ..xxx.xxx ) at 2003-07-29 20:59:00
I used to use this script in my mod and it worked great. but i recently added ATS Trade Skills and the timer decrement goes all weird whenever someone enters the game. All you is timer decrement 1-10 being flashed all over the text boxes.... any idea whats wrong?
Posted by Goblin Rio ( ..xxx.xxx ) at 2003-07-23 18:36:00
Just a quike thanks to Ryuujin, much appreciated, i know really not alot about scripting but have managed to implement this one real easy into the multiplayer module, me and my friends are working on,
thanks again bud ;)
Posted by Ryuujin ( ..xxx.xxx ) at 2003-07-18 08:36:00
That system requires a hakpack to make the ship placeable, this is the best you'll get (Or nearly the best, anything can be improved on) that won't need a hakpack.
Hakpacks are horribly overused, there are times to use them, and times not to - if you're sensible and nothing else in your module is using a hakpack then these scripts are probably the better choice.
Posted by Sebow ( ..xxx.xxx ) at 2003-06-29 05:17:00
Ironhart got a Link to White Ravens Script ? (unless its the ferry system :\)
Posted by ironhart ( ..xxx.xxx ) at 2003-06-27 02:22:00
You might consider contacting White Raven. He has a similar script that does transitions based on random locations. this makes it so the ship has a destination before the PC inquires about passage. Plus it checks if the ship is in use and allocates a new ship if necessary. this way 2 people or groups can travel to locations at the same time and not be on the same ship. Plus it has possibilities for at sea encounters and weather. You can get shipwrecked :)
Posted by Ryuujin ( ..xxx.xxx ) at 2003-06-25 08:57:00
Placeable boats would have required hakpacks and when it comes to pure scripts I like to keep it as generic and user friendly as possible.
I realised after I uploaded that I left a line of Debug Code in by mistake that calls back to the player how many turns are left to count down while sailing, if you´re alright with scripting you may wish to remove that.
I´ll upload a fix ASAP
Posted by Stalkingwolf ( ..xxx.xxx ) at 2003-06-24 12:18:00
This sounds pretty cool and I will check it out.
But how about one that uses boat placeables at the port locations. Then you can script it for the placeables to be removed and added back to simulate the boats not actually being there
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