[Change] Cleaned up final mission a litte, I was looking at making it

better, but it'll have to be done through better AI.
This commit is contained in:
Allanis 2014-05-21 13:32:37 +01:00
parent 4fdda9b388
commit d004256ebe

View File

@ -88,6 +88,8 @@ function jump()
sys = space.getSystem() sys = space.getSystem()
if misn_stage == 0 then if misn_stage == 0 then
offset = 500
-- Entering target system? -- Entering target system?
if sys == misn_target_sys then if sys == misn_target_sys then
-- Create big battle. -- Create big battle.
@ -99,9 +101,12 @@ function jump()
emp_fleets[1] = "Empire Sml Attack" emp_fleets[1] = "Empire Sml Attack"
emp_fleets[2] = "Empire Sml Attack" emp_fleets[2] = "Empire Sml Attack"
emp_fleets[3] = "Draktharr Goddard" -- They help empire. emp_fleets[3] = "Draktharr Goddard" -- They help empire.
-- Get position
x, y = enter_vect:get()
-- Add pilots.
for k,v in ipairs(emp_fleets) do for k,v in ipairs(emp_fleets) do
enter_vect:add( rnd.int(-500,500), rnd.int(-500,500) ) spawn_vect:add(rnd.int(-offset, offset), rnd.int(-offset, offset))
pilot.add( v, "def", enter_vect ) pilot.add(v, "def", spawn_vect)
end end
-- Collective. -- Collective.
col_fleets = {} col_fleets = {}
@ -110,12 +115,12 @@ function jump()
col_fleets[3] = "Collective Sml Swarm" col_fleets[3] = "Collective Sml Swarm"
-- Set up position. -- Set up position.
x,y = enter_vect:get() x,y = enter_vect:get()
enter_vect:set(-x, -y) spawn_vect = enter_vect.new(-x, -y)
-- Count amount created -- Count amount created
col_alive = 0 col_alive = 0
for k,v in ipairs(col_fleets) do for k,v in ipairs(col_fleets) do
enter_vect:add( rnd.int(-500,500), rnd.int(-500,500) ) spawn_vect:add(rnd.int(-offset, offset), rnd.int(-offset, offset))
pilots = pilot.add( v, "def", enter_vect ) pilots = pilot.add(v, "def", spawn_vect)
col_alive = col_alive + #pilots col_alive = col_alive + #pilots
for k,v in ipairs(pilots) do for k,v in ipairs(pilots) do
hook.pilot( v, "disable", "col_dead" ) hook.pilot( v, "disable", "col_dead" )
@ -137,9 +142,13 @@ function jump()
emp_fleets[1] = "Empire Lge Attack" emp_fleets[1] = "Empire Lge Attack"
emp_fleets[2] = "Empire Med Attack" emp_fleets[2] = "Empire Med Attack"
emp_fleets[3] = "Draktharr Goddard" -- They help empire. emp_fleets[3] = "Draktharr Goddard" -- They help empire.
-- Get position.
x, y = enter_vect:get()
spawn_vect = enter_vect.new(x, y)
-- Add pilots.
for k,v in ipairs(emp_fleets) do for k,v in ipairs(emp_fleets) do
enter_vect:add( rnd.int(-500,500), rnd.int(-500,500) ) spawn_vect:add(rnd.int(-offset,offset), rnd.int(-offset, offset))
pilot.add( v, "def", enter_vect ) pilot.add(v, "def", spawn_vect)
end end
-- Collective. -- Collective.
col_fleets = {} col_fleets = {}
@ -149,12 +158,14 @@ function jump()
if var.peek("trinity") == true then if var.peek("trinity") == true then
col_fleets[4] = "Trinity" col_fleets[4] = "Trinity"
end end
-- Set up position.
x,y = enter_vect:get() x,y = enter_vect:get()
enter_vect:set(-x, -y) spawn_vect = enter_vect.new(-x, -y)
-- Add pilots.
col_alive = 0 col_alive = 0
for k,v in ipairs(col_fleets) do for k,v in ipairs(col_fleets) do
enter_vect:add( rnd.int(-500,500), rnd.int(-500,500) ) spawn_vect:add(rnd.int(-offset, offset), rnd.int(-offset, offset))
pilots = pilot.add( v, "def", enter_vect ) pilots = pilot.add(v, "def", spawn_vect)
-- Handle special ships. -- Handle special ships.
if v == "Starfire" then if v == "Starfire" then