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Part
Eight: Overview
In this section
you will fine tune the resources and distribution and add
in Mines, Meteor Storms, Slipgates and Crystals.

8.0
Adding Specials
Cataclysm
brings a few special items that can be added. Namely; Mines,
Meteor Storms, Slipgates and Crystals. We will add some
of each. I have included an example of each in a stunningly
titled file called Special.missphere,
and where can this file be found? I'm sure you guessed it;
why, it's none other than the ever helpful HW:C Tutorial
map files folder. Wahaay.

8.1
- Adding
Meteor Storms.
Ok,
lets start by adding in a few Meteor Storms. We
want the storms to travel down along the plane of our asteroids
and thus be hazardous to shipping. Lets start by taking
a look at a typical meteorstorm line:
From
Chapter 5.9 of the primer we learned that Meteor Storms
are controlled from single lines in the resourcesphere,
ie;
MeteorStorm
-5000.0,0.0,10000.0,Cylinder,met.dist,16,750.0,1500.0,0.0,.0.0,0.0,500,500,500
These
are very close to normal asteroids as we can see here;
resourcetype
posx,
posy, posz, layout,
distribution, numResources,
radius, length, Roty,
Rotz, redundant,
velocity,
horizXvelocity,
horizZvelocity
So
lets add some of our own.
8.1.1
- First lets copy a few from a handy file in the
HW:C Tutorial map files folder called Special.missphere.
Open this file and you will see it contains some Resources,
Mines, crystals, slipgates, and of course, a Meteor Storm.
8.1.2
- Eventually we will have 8 separate Meteor Storms,
but we will start off dealing with one. Copy the Meteor
Storm Line from the Special.missphere file into your
Resource.missphere file.
8.1.3
- Lets deal with some of the easy stuff first. Looking
at the line:
MeteorStorm
105.4,-7060.0,0.0,Cylinder,02rare.dist,10,500.0,5000.0,0.0,0.0,0,1000,500,500
I
am unhappy with the storms distribution files I don't want
dustmotes (i.e. Asteroid0's) in the make up of our storm
(because they don't move, they will sit in the starting
location of the storm. Lets make a new distribution file
for our storms. We will call our new distribution file Met.dist
(following the example of Medamanx as he did in his HW:C
map: 'Ashes to Ashes'. Rename the dist file parameter
to Met.dist.
I
also want you to increase the numResources (to 50)
and likewise increase the radius (to 5000)
and Length (to 9000) for each storm, giving
us a tremendous amount of rocks in a hefty volume making
up our meteorstorm. Do this now. We have one last thing
we need to change on this first line. The direction the
storm moves in...
8.1.4
- First though, lets sort out that distribution file.
We will want to jump into HW:C and check our placement of
the storms, and to check they are moving correctly, and
as we have directed the line to look in the Met.dist file
for the asteroid distribution values, we need to set that
file up.
Copy
any of the existing distribution files and rename it Met.dist.
Just make sure that the dist file deals with asteroids
(not dustclouds or nebulas!) and again, use the values you
think looks best, I suggest not using asteroid0's (dustmotes)
as they don't move, when all other sizes do. They are handy
to see your storms when adding to the map, but look bad
as the motes just sit where the storm starts off.
8.1.5
- OK, time to deal with the direction trhe
storm moves in, we want to put the storms in a direct up/down
angle of movement.
I
know I want 8 meteor storms, and I want them to travel down
through the spiral. So we need to work out where we want
the storms to go. We want them to go down, from top to bottom.
We know that when the storms reach the edge of a map they
will reappear on the opposite side, wherever that may be,
and continue moving as before. This means the storms will
wander about, and we don't want this. So lets put the storms
in a direct up/down angle of movement, completely vertical
with no deviation. Change the Roty to 90 and
change the horizXvelocity and horizZ velocity, both from
500 to "?" as we dont want horizontal movement
here, just vertical.
8.1.6
- Copy this line seven times so you have a
total of 8 identical lines.
8.1.7
-
All that needs to be changed now, is the position (posx,
posy and posz) the storm starts in, and will pass
through on every vertical pass it makes on the map.
Work out the co-ordinates you want your storm
to start from. This is simply done. Remember me saying i
want the storms to pass through the rings? You do? Great.
Use the co-ordinates we alreeady have, select co-ordinates
from the ring, utilising the full circle, perhaps scattering
them along the full length of the ring. Away and do that,
whatever you think best. You need the co-ordinates for 8
storms, so use your best judgment and ALT-TAB in and out
of HW:C to get an idea of how they look. Choosing these
co-ordinates means the storm will pass through the rings
every pass on the map they make, providing a wee hazard
to keep the workers on their toes.

8.2
- Adding Crystals.
Crystals
are simple to add. They are treated like derelicts, as you
would any ship addition to the map.
From
Chapter 5.4 of the primer we learned that Crystals are controlled
from single lines in the resourcesphere, i.e.;
Ships
,75587.6,-44313.7,3039.0,0.0,RACE_DERELICT,dCrystal0,1,NULL_FORMATION|?|?,0,?
Ships
,66588.5,-50741.6,3039.0,0.0,RACE_DERELICT,dCrystal1,1,NULL_FORMATION|?|?,0,?
Note
these two lines show a small crystal (dCrystal0) and a large
crystal (dCrystal1). They Read:
DerelictShip
posx, posy, posz, facing,
racetype, Derelicttype, number,
formation, properties, propertiesparam
We want
a cluster of say 12 crystals down at the bottom of our map.
I am simply going to use co-ordinates that I already have,
putting them in the cylinders, starting with small crystals
and as I get further down putting in a few large crystals.
8.2.1
- First we need to make sure that the crystals
have been included in the level file using the IncludeShips
command. crystals are RACE_DERELICT and like everything
else they need to be included here. If they are not already
there, then copy these two lines into your DSpiral2.level
file, in the relevant position:
IncludeShips
RACE_DERELICT,dCrystal0
IncludeShips RACE_DERELICT,dCrystal1
8.2.2
- Copy the two crystal lines from the Special.missphere
file into your Resource.missphere file.
8.2.3
- Copy the small crystal line 7 times and
the Large crystal line 3 times so we have 8 small and 4
large crystals.
8.2.4
- Now scatter them along the spiral, use coordinates
from the resources, the spiral itself, especially the last
bit (the last 12 lines or "tail" we added).
Use your imagination and set them up how you think looks
good.
Jump
in and out of Cataclysm to make see your placement, when
you are happy we will move on to the slipgates.

8.3
- Adding
Slipgates.
As
we discussed in Chapter 5.10 of the Primer, slipgates come
in three sizes;
Small
- fighter sized ships only
Medium - frigate sized ships and smaller
Large - all ships can pass through, including the Command
Ship
There
are a few points we need to keep in mind when working with
slipgates:
They
are controlled by Two Lines per Slipgate
The pairs must be the same size
The
pairs must appear one after another in the resource.missphere
file
So,
a typical slipgate pair of lines looks like this:
Slipgate
,-122629.0,-37941.0,-70799.0,1/2,100.0,dSlipgateLarge
Slipgate ,91967.0,-60000.0,-28823.0,2/2,80.0,dSlipgateLarge
Once
again very simply to decipher once you know how. Here's
how;
Slipgate
posx,posy,posz,pair,rotz,size
We will
have a pair of each size on our map from the around the
location we are going to put out Research Station and mines,
to the top, centre of the map.
8.3.1
- First we need to Include the slipgates in
the level file using the IncludeShips
command. Slipgates are RACE_DERELICT and like everything
else they need to be included here. If they are not already
there, then copy these three lines into your DSpiral2.level
file, in the relevant position:
IncludeShips
RACE_DERELICT,dSlipgateLarge
IncludeShips RACE_DERELICT,dSlipgateMedium
IncludeShips RACE_DERELICT,dSlipgateSmall
8.3.2
- Copy the all six slipgate lines from the
Special.missphere file into your Resource.missphere file
8.3.3
- All you need change is the location of each
gate (posx,posy,posz) and the direction the gate is facing
(rotz), they are already set up in pairs for you. I will
supply you with the co-ordinates forthwith. Right, I mentioned
they will be around the Research station right? Good, well
the research station is going to be parked at co-ordinates
0,0,-65000
and so we will set them up in a triangular formation around
these co-ordinates, Plucking an arbitrary distance from
mid-air; lets set them up 5km (5000) away from the station,
and we will have them all facing the station.
It matters
not which size of gate you use for which set, not but here
are the three sets of co-ordinates i want you to use:
Slipgates
1/2
|
x
Coord
|
y
Coord
|
z
Coord
|
Rot-z
|
Dist
to Centre
|
|
2617.0
|
4532.0
|
-65000.0
|
240.0
|
65210.3
|
|
-5233.0
|
0.0
|
-65000.0
|
360.0
|
65210.3
|
|
2617.0
|
-4532.0
|
-65000.0
|
120.0
|
65210.3
|
Slipgates
2/2
|
x
Coord
|
y
Coord
|
z
Coord
|
Rot-z
|
Dist
to Centre
|
|
-5233.0
|
0.0
|
75000.0
|
360.0
|
75182.3
|
|
2617.0
|
-4532.0
|
75000.0
|
120.0
|
75182.4
|
|
2617.0
|
-4532.0
|
75000.0
|
240.0
|
75182.4
|
Using
the co-ordinates I gave you (0,0,-65000),
and the fact I that I wanted the gates each to sit 5000
(5km) from the research station, in a triangular pattern,
and facing the station, I got these co-ordinates from the
Distances sheet on the SRD-XL Utility. And
here's how:
In the
Player distribution parameter section, I made sure
the Global Positions Settings and Co-ordinates Shift boxes
for all 8 Players was empty because I'm not interested in
all 8 player variations, only the 3 player variation, so
in the 3 Player box in the Optional; Edit parameters
for each game type (i.e., number of players) separately;
area, i filled in the box with the co-ordinates I'm using
as the centre and the distance i want from the centre.
In the
3 Player Global Position Settings the Dist From
Centre was 5000.0. The Y Rot +/- (U/D) and Z
Rot +/- (L/R) I ignored because I don't need to bother
shifting them left or right or up or down about the point
I'm using as the centre (0,0,-65000).
In the Local Position Settings I used the co-ordinates
given, ie; x axis + = 0.0 y axis + = 0.0 and
z axis + = -65000.0.
Do you
see how handy that is? It may be a sheet dealing with players
but it still generates up to 8 co-ordinates in regular patterns
about points on the map, and who says I have to use the
co-ordinates for players?
- Change each set of co-ordinates for the
gates in your Resource file.
8.3.4
- Change the facings of each gate. These are
simple to work out for yourself, but of course I got the
facing from the SRD-XL sheet, note the subtle twist i gave
each gates rotz, change the rotz of each line as indicated
then jump into HW:C and check them out, you will need to
send someone through each one, but once you have done it
and marvelled at how simple it was to achieve that effect,
ALT-TAB back to desktop and have some fun tweaking the rotz
slightly, and gauging the effect for yourself.
This
is what I ended up with:
Slipgate
,2617.0,4532.2,-65000.0,1/2,240.0,dSlipgateSmall
Slipgate ,-5233.6,0.0,75000.0,2/2,360.0,dSlipgateSmall
Slipgate ,-5233.6,0.0,-65000.0,1/2,360.0,dSlipgateMedium
Slipgate ,2617.5,-4532.0,75000.0,2/2,120.0,dSlipgateMedium
Slipgate ,2617.3,-4532.0,-65000.0,1/2,120.0,dSlipgateLarge
Slipgate ,2617.3,4532.0,75000.0,2/2,240.0, dSlipgateLarge
Giving
me this:


8.4
- Summary
So
how did I come up with the numbers, sizes, co-ordinates
etc? Sheer experimentation my dear reader, you can
happily access and modify every file that makes up a map,
Alt-tabbing between Cataclysm and desktop is a doddle and
you only need to reload the actual game (as opposed to Cataclysm
loading up your map) when you change something that causes
a fatal error, or you add a new folder in.
Working in small increments and constantly checking and
tweaking is what its all about.
So
thats the resources completed for our 2 player (1v1) map.
I created these by jumping in and out of Cataclysm and tweaking
them until I was happy. Go take a look at them for yourself
in Cataclysm. All that remains to add is our station and
its defending weaponry, the large and small guns found in
the Homeworld singleplayer junkyard mission The
Karos Graveyard I don't remember seeing them in cataclysm
although they are there.. Everything you need is
here, there is nothing stopping you going and doing it for
yourself but fear not, I will talk you through the addition
of CPU controlled ships in Multiplayer missions.
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