Just checking. Still no sensor/stealth hotkey?

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20 years 2 months ago #11496 by Wes Janson
Wow, I see. Well, looks like I'll just have to bite the PBC and do some things the long way. '-p

At any rate, you can use any word or phrase you wish as the wake-up command -- and you can have as many wake-up commands as you want. In my example, "computer" is the wake-up word, as you know. However, all my wingmen and t-fighter commands are also wake-ups, though with sleep protocols at the end (all my commands -- except "computer" -- end with "sleep").

Here's how it's basically set up.

When I say "computer," the following commands occur in GameCommander:

- Wake Up
- Play sound, computerbeep.wav

When I say "formate"...

- Press F7
- Play sound, formate.wav
- Sleep

When I say "Fighters, go go go"...

- Wake-up
- Press 0
- Sleep


If you know your way around your POG, you could probably add much more depth in the way of immersion -- as long as you can hotkey the action (you can do shift+key, alt+key, and ctrl+key commands, as well). The request-to-dock idea is a great example. Or maybe you can call in for reinforcements. I have the re-arm mod craft on speed-dial, myself. ("Computer, call re-arm unit.")

I'm heavily considering getting into POG, myself. I'd really love to do some things for myself in this game. Like having the ability to designate all your wingmen into their own respective groups, as opposed to having every single wingman as one collective unit (Alpha team, defend target! Bravo team, attack target, etc...)

And I want the ability to call in my old supercruiser as a seperate wingman and then have the ability to send him back home when I'm done...

Heh, I guess I should start hitting the books, eh?

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20 years 2 months ago #11497 by GrandpaTrout
The wingman group commands would be a great starting place. iFleet has support for multiple groups. So you could modify that code to suit your taste. It is pretty straight forward because the player commands are almost directly echoed by the POG AI commands to the engine.

And once you get the hang of putting 1 new ship into the game, it is pretty fast to put a dozen ships in. And once you can put a dozen, well, you will be able to put together some opponents that can actually challenge a whole player fleet.

Time to budget in a new toy...

-Gtrout

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20 years 2 months ago #11498 by Wes Janson
LOL! You make it sound so easy.

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20 years 2 months ago #11505 by GrandpaTrout
That first program is really painful. After that you kind of hit this long flat spot where you can do tons of fun and cool things, but nothing that has not already been seen in the game. Then you hit this steep uphill climb, trying to push new ideas into the game it was never designed to handle.

AI that guards a station is just one call. AI that patrols and guards a station is few lines of code. AI that watches for criminal behavior on the part of the player, changes to hostile only when it (or an ally) gets attacked, and not when the player is trying to help out, that is harder.

-Gtrout

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20 years 2 months ago #11507 by Wes Janson
Oy... I downloaded the SDK...

...My head hurts. LOL!

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