|
Part
Four: Overview
In this section
you will deal with the Mothership Mission Sphere Files:
'Mothership_0.missphere
and Mothership_1.missphere'.
|
4.1
|
Set
up the Mothership_0.missphere and Mothership_1.missphere
files. |
|
4.2
|
Add
more shiptypes and set their numbers and formation. |
|
4.3
|
Set
the ships position
and facing. |
|
4.4
|
Repeat
4.2 and 4.3 for the Player Two file. |
|
4.5
|
Part
Four Summary. |
|
Quick Links Relevant
to this Chapter
|

4.0
The Mothership File
Mothership
files contain all the player starting fleets and the starting
location of those fleets. The most important aspect of these
files is the fact that these files are named in the level
file and the game will seek out these named files, if they
are not included as listed in the level file (case and spelling
again!) then the game will crash.

4.1
- Set
up the Mothership_0.missphere and Mothership_1.missphere
files.
Once
again let’s use the example given in the Tutorial Map Files
folder, go into it and copy both the Mothership_#.missphere
files into your DSpiral2 folder.
4.1.1
- Make
sure each is named;
Mothership_0.missphere
Mothership_1.missphere.
These
files will concern ship details for player one and player
two consecutively.
4.1.2
- Open
both these files, we will edit both simultaneously, it’s
easier that way.

4.2
- Add
more shiptypes and set their numbers and formation.
Okay
lets take a look at our starting fleets. The basic start
up kit; along with the Mothership we have three workers
and three recons. Let’s add more. Now, the simplest way
would be to copy the starting fleet we want from another
Mothership_#.missphere file and change the fleets starting
location and facing to fit the map, but we are going to
do this the hard way.
We
will deal with one file at a time here to speed things up,
so starting with the Mothership_0.missphere
file (Player One).
4.2.1
- Copy
the last line twice, leaving no blank line gaps. So we now
have 5 lines of ships looking not unlike this:
Ships
,-66010.0,-51316.0,-68.0,40.0,RACE_SECT,sMothership,1,NULL_FORMATION|?|?,0,?
Ships ,-63854.3,-49323.3,-68.0,-106.0,RACE_SECT,sRecon,3,PARADE_FORMATION|?|?,0,?
Ships ,-64948.8,-49054.3,-68.0,-106.0,RACE_SECT,sWorker,3,PARADE_FORMATION|?|?,0,?
Ships ,-64948.8,-49054.3,-68.0,-106.0,RACE_SECT,sWorker,3,PARADE_FORMATION|?|?,0,?
Ships ,-64948.8,-49054.3,-68.0,-106.0,RACE_SECT,sWorker,3,PARADE_FORMATION|?|?,0,?
We
want to have a processor
in there, as well as some Super Acolytes, and a few more
recons.
4.2.2
-
First
off, we will rename the ships in the last two lines, using
BD’s Ship list in Appendix A,
(and being-ware of case and spelling!)
Rename
your newly copied ship lines to the ships you want. The
third line in the header that read: 'MissionSphere Object:
RACE_SECT,sMothership' says this file is dealing with Somtaaw.
So, use somtaaw ships from the ship list. they will still
all appear as beast versions if a beast player should end
up in this starting position. Anyway, you want to change
these last two lines, respectively changing ‘sWorker’ to:
sProcessor
dAcolyte
4.2.3
- Okay,
change the race for the Super Acolyte, this is a derelict
shiptype remember, so its race should be RACE_DERELICT.
4.2.4
- Okay,
change the numbers of each ship type, we want;
2
sWorkers
1 sProcessor
5 sRecons
12 dAcolytes
We
are happy with the rest of the lines for the moment, just
make sure they are all in PARADE_FORMATION, so the position
will not matter, the facing we will deal with shortly (see
4.3) and the race is "RACE_SECT"(Somtaaw)
for all ships other than the Super Acolyte. Cool.
Right, ignore the player 2 Missphere for the moment, we
will move on and set up the facing and location for player
1.
*Top
Tip* -
Ok at this juncture I know when it comes to putting in the
resources I am going to be jumping in and out of HW:C like
a yo-yo. So what I do here is give Player 1; One
Worker and Player 2; Two workers, with the random
starts I can tell at a glance which player position I am
in. Simple but effective and useful, if you do this just
dont forget to change them all back to three again
when you are adding those finishing touches...

4.3
- Set
the ships position
and facing.
Position
and facing (or location and ship heading) using the posx,
posy and posz co-ordinates (position) and rot (rotation)
parameters. We want one player set up to the ‘eastern edge’
of the spiral (left of the drawn out map) and the second
player to the ‘western edge’ (right of the drawn out map).
Also, we don’t want the players to start too far apart,
perhaps 150km will be more than plenty (and we can always
change this once we have seen our map).
We
will be using PARADE_FORMATION throughout because all ships
that begin in PARADE_FORMATION, their posx, posy and posz
values and their facing will be the same. You only need
to set up the co-ordinates for the sMothership and any included
ships will default in the same positions they attain when
they are built in the game.
4.3.1
- For
Player One (the Mothership_0.missphere file)
change the x,y,z co-ordinates to; -75000,0,0.
4.3.2
- Dealing
with the facing (rot), remembering that x=0 and the angle
is measured anticlockwise, we can see from our drawing that
to have player 1 on the ‘minus’ x-axis (at co-ord.-75000,0,0.)
he is already facing the centre (so would be 0°),
for player 2 on the +x axis this turn will be 180°
(or -180°).
Just remember your trigonometry and you can’t go wrong.

4.4
- Repeating
4.2 and 4.3 for the Player Two (Mothership_1.missphere)
file.
Repeat
parts 4.2 and 4.3 for the Mothership_1.missphere
file (Player Two).
The
easiest and quickest way to do this is just by copying the
entire contents of the Player One missphere file over the
entire contents of the Player Two missphere file and then
changing merely;
(4.3.1)
The location co-ordinates of the sMothership (to;75000,0,
0,)
(4.3.2)
The position (rot) value of the sMothership (to;180)

4.5
- Summary
OK
then, now you’re Mothership_0.missphere file (for
Player One) should look like this;
;
MissionMan script, Friday, Sep 3 1999, 12:14:43 PM
;
Copyright (c) 1998-99, Relic Entertainment Inc.
; MissionSphere Object: RACE_SECT,sMothership
Ships
,,-75000.00.0,0.0,0.0,RACE_SECT,sMothership,1,NULL_FORMATION|?|?,0,?
Ships
,-63854.3,-49323.3,-68.0,-106.0,RACE_SECT,sRecon,5,PARADE_FORMATION|?|?,0,?
Ships
,-64948.8,-49054.3,-68.0,-106.0,RACE_SECT,sWorker,3,PARADE_FORMATION|?|?,0,?
Ships ,-64948.8,-49054.3,-68.0,-106.0,RACE_SECT,sProcessor,1,PARADE_FORMATION|?|?,0,?
Ships
,-64948.8,-49054.3,-68.0,-106.0,RACE_DERELICT,dAcolyte,12,PARADE_FORMATION|?|?,0,?
And
you’re Mothership_1.missphere file (for Player
Two) should look like this;
;
MissionMan script, Friday, Sep 3 1999, 12:14:43 PM
; Copyright (c) 1998-99, Relic Entertainment Inc.
; MissionSphere Object: RACE_SECT,sMothership
Ships ,75000.0,0.0,0.0,180.0,RACE_SECT,sMothership,1,NULL_FORMATION|?|?,0,?
Ships ,-63854.3,-49323.3,-68.0,-106.0,RACE_SECT,sRecon,5,PARADE_FORMATION|?|?,0,?
Ships ,-64948.8,-49054.3,-68.0,-106.0,RACE_SECT,sWorker,3,PARADE_FORMATION|?|?,0,?
Ships ,-64948.8,-49054.3,-68.0,-106.0,RACE_SECT,sProcessor,1,PARADE_FORMATION|?|?,0,?
Ships ,-64948.8,-49054.3,-68.0,-106.0,RACE_DERELICT,dAcolyte,12,PARADE_FORMATION|?|?,0,?
And
that's that. Simple. We have set up two starting fleets,
for Players One and Two, sitting facing one another in the
basic starting formations around their Motherships and at
150km apart.
You
could if you wish have the other ships, say the recons for
instance, in any of the viable formations other than PARADE
and the co-ordinates will locate the central or 'lead' ship
in that formation. Just be careful that your ships are not
too close together.
[top]
[On
to Part Five - The Level File]
[Back
to Part Three]
[Main]
|