Author Topic: Star Fox: Event Horizon for FSO  (Read 32358 times)

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Offline Nyctaeus

  • Betrayal is his middle name
  • 211
  • I bring cool models, derisive smile and beer!
    • Exile
Re: Star Fox: Event Horizon for FSO
Dude, where did you get all of these models? I see so many stuff not included in SoL dump here... If all of teh ships and stuff are yours, kudos!
Even unfamiliar with this lore, I'm impressed by the vids :yes: Skyboxes, ships... Everything :D! Especially skyboxes.
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Offline Ulala

  • 29
  • Groooove Evening, viewers!
Re: Star Fox: Event Horizon for FSO
Glad to see you back! Your videos look fantastic.
I am a revolutionary.

 

Offline MetalDestroyer

  • Starwars reborn!
  • 210
Re: Star Fox: Event Horizon for FSO
Hmm, I look into SoL, the corridor was made with Lua. And I think, there is some variables into the fs2 mission so the Lua script could be triggered.
Here the lua scripts from "corridormode-sct.tbm"

The mission need this SEXP variable "movementRange" to be equal to 1. Without it, the corridor script won't happen.


Code: [Select]
#Conditional Hooks

$Application: FS2_Open
$On Mission Start:

[

if mn.SEXPVariables['movementRange']:isValid() then

   --setup things
   vectorNull = ba.createVector(0,0,0)
   --Setup all the needed values
   booleanCorridorInit = "true"
   --objectWPstart =
   --objectWPend =
   WPendPosition = ba.createVector(0,0,100000)
   WPstartPosition = vectorNull
   --vectorCorridorOri = objectWPend.Position - objectWPstart.Position
   vectorCorridorOri = WPendPosition - WPstartPosition
   orientationCorridor = vectorCorridorOri:getOrientation()


   vectorX = ba.createVector(1,0,0)
   vectorY = ba.createVector(0,1,0)
   vectorZ = ba.createVector(0,0,1)

   ---Create 'blank' orientation
   orientationBlank = orientationCorridor
   orientationBlank["b"] = 0

   ---Set the initial camera position and orientation
   vectorCameraPos = ba.createVector(0,15,-75)
   vectorCameraPosX = vectorNull
   vectorCameraPosY = ba.createVector(0,15,0)
   vectorCameraPosZ = ba.createVector(0,0,-75)
   vectorCameraOri = vectorNull
   vectorCameraOriX = vectorNull
   vectorCameraOriY = vectorNull
   vectorCameraOriZ = vectorNull
   vectorPlayerVelocityX = vectorNull
   vectorPlayerVelocityY = vectorNull

   vectorCorridorCameraPos = orientationCorridor:unrotateVector(vectorCameraPos)
   orientationCamera = orientationBlank

   ---Create chase camera
   objectCamera = gr.createCamera("Chase Camera",vectorCameraPos, orientationCamera)

   ---Use the new chase camera
   gr.setCamera(objectCamera)

   ---Create front vector
   vectorFrontDirection = ba.createVector(0,0,100)

   ---
   objectAimingAid1 = mn.Ships["AimingAid I"]
   objectAimingAid2 = mn.Ships["AimingAid II"]
   objectAimingAid3 = mn.Ships["AimingAid III"]

   ---Set movement box limits
   floatHLimit = 150 --30
   floatVLimit = 150 --22.5

end

]

$Application: FS2_Open
$State: GS_STATE_GAME_PLAY
$On Frame:

[

floatMissionTime = mn.getMissionTime()

if floatMissionTime ~= nil then

--if booleanCorridorInit == nil and floatMissionTime < 0.5 then


--end

   if booleanCorridorInit == "true" and mn.SEXPVariables['movementRange']:isValid() then

      --WPendPosition["x"] = WPendPosition["x"] - 100
      --WPendPosition["y"] = WPendPosition["y"] + 20
      --vectorCorridorOri = objectWPend.Position - objectWPstart.Position
      vectorCorridorOri = WPendPosition - WPstartPosition
      orientationCorridor = vectorCorridorOri:getOrientation()

      vectorCorridorX = orientationCorridor:unrotateVector(vectorX)
      vectorCorridorY = orientationCorridor:unrotateVector(vectorY)
      vectorCorridorZ = orientationCorridor:unrotateVector(vectorZ)

      objectPlayer = hv.Player

      if objectPlayer:isValid() then --Player Validity Check

         --Make sure that we have the needed info
         if orientationLast == nil then
            orientationLast = objectPlayer.Orientation
         end

         --Get Position and Orientation and Speed
         orientationCurrent = objectPlayer.Orientation
         vectorCurrentPos = objectPlayer.Position
         floatPlayerSpeed = objectPlayer.Physics:getSpeed()
         vectorPlayerVelocity = objectPlayer.Physics.Velocity

         --Set the 3D aiming aid system

         ---Get Aiming Aids

         ---Get players 'nose vector'
         vectorPointer = orientationLast:unrotateVector(vectorFrontDirection)

         ---Set 3D aiming aid positions

         --Vector MAGIC
         vectorPlayerPosfromStart = vectorCurrentPos - WPstartPosition
         vectorProjectedPlayerPosfromStart = vectorCorridorOri * (vectorPlayerPosfromStart:getDotProduct(vectorCorridorOri) / vectorCorridorOri:getDotProduct(vectorCorridorOri))
         vectorProjectedPlayerPos = vectorProjectedPlayerPosfromStart + WPstartPosition
         floatCorridorYDot = vectorCorridorY:getDotProduct(vectorCorridorY)
         floatCorridorXDot = vectorCorridorX:getDotProduct(vectorCorridorX)
         floatPointerCorridorYDot = vectorCorridorY:getDotProduct(vectorPointer)
         floatPointerCorridorXDot = vectorCorridorX:getDotProduct(vectorPointer)
         floatPointerCorridorZDot = vectorCorridorZ:getDotProduct(vectorPointer)

         WPstartPosition = vectorProjectedPlayerPosfromStart - vectorCorridorOri * ( 1 / vectorCorridorOri:getMagnitude() )

         --Set chase camera position according to the ships position
         if vectorCameraPosMod == nil then
            vectorCameraPosMod = ba.createVector(0,-15,0)
         end
         --ba.warning("1")
         vectorCorCameraPosMod = orientationCorridor:unrotateVector(vectorCameraPosMod)

         vectorPCCPos = vectorCurrentPos - vectorProjectedPlayerPos
         vectorPosModY = vectorCorridorY * (vectorPCCPos:getDotProduct(vectorCorridorY) / floatCorridorYDot)
         vectorPosModX = vectorCorridorX * (vectorPCCPos:getDotProduct(vectorCorridorX) / floatCorridorXDot)

         vectorCCCPos = vectorCameraPos - vectorProjectedPlayerPos
         vectorCamModY = vectorCorridorY * (vectorCCCPos:getDotProduct(vectorCorridorY) / floatCorridorYDot)
         vectorCamModX = vectorCorridorX * (vectorCCCPos:getDotProduct(vectorCorridorX) / floatCorridorXDot)

         floatCameraPos = - 50 - 0.2 * floatPlayerSpeed
         vectorCameraPosY = vectorCamModY - (vectorCameraPosY + vectorCorCameraPosMod - vectorPosModY) / 50
         vectorCameraPosX = vectorCamModX - (vectorCameraPosX - vectorPosModX) / 50
         vectorCameraPosZ = vectorProjectedPlayerPos + ( vectorCorridorZ / (1/(floatCameraPos)) )
         vectorCameraPos = vectorCameraPosZ + vectorCameraPosX + vectorCameraPosY

         --Set chase camera orientation according to ship position
         vectorCameraOriY = (vectorCameraPosY + vectorCorCameraPosMod - vectorPosModY) / -3
         vectorCameraOriX = (vectorCameraPosX - vectorPosModX) / -3
         vectorCameraOriZ = vectorCorridorZ / (-1/(floatCameraPos))
         vectorCameraOri = vectorCameraOriY + vectorCameraOriX + vectorCameraOriZ

         ---Create orientation object from the vector object
         orientationCameraNew = vectorCameraOri:getOrientation()

         --Update chase camera position and orientation
         objectCamera:setPosition(vectorCameraPos)
         objectCamera:setOrientation(orientationCameraNew)

         --Get current rotational velocity data
         vectorRealRotVel = objectPlayer.Physics.RotationalVelocity

         --Set limit for turning for horizontal axis
         floatScalarPointerCorridorY = floatPointerCorridorYDot / 100
         floatScalarPointerCorridorX = floatPointerCorridorXDot / 100
         floatScalarPointerCorridorZ = floatPointerCorridorZDot / 100

         if floatNOCO_H == nil then
            floatNOCO_H = math.pow(floatScalarPointerCorridorY,2)
         else
            floatNOCO_H = floatNOC_H
         end

         floatNOC_H = math.pow(floatScalarPointerCorridorY,2)

         if floatNOCO_P == nil then
            floatNOCO_P = math.pow(floatScalarPointerCorridorX,2)
         else
            floatNOCO_P = floatNOC_P
         end

         floatNOC_P = math.pow(floatScalarPointerCorridorX,2)

         if floatNOC_H < floatNOCO_H then
            vectorRealRotVel[1] = vectorRealRotVel[1] + ( floatScalarPointerCorridorY / 5 )
         else
            vectorRealRotVel[1] = vectorRealRotVel[1] + ( floatScalarPointerCorridorY / 3 )
         end

         if floatNOC_P < floatNOCO_P then
            vectorRealRotVel[2] = vectorRealRotVel[2] - ( floatScalarPointerCorridorX / 5 )
         else
            vectorRealRotVel[2] = vectorRealRotVel[2] - ( floatScalarPointerCorridorX / 3 )
         end

         if floatScalarPointerCorridorZ < 0.1 then
            vectorRealRotVel[1] = vectorRealRotVel[1] + ( floatScalarPointerCorridorY * 1 )
            vectorRealRotVel[2] = vectorRealRotVel[2] - ( floatScalarPointerCorridorX * 1 )
         end

         --Prevent rolling
         floatCurrentRoll = orientationCurrent["b"]
         if floatCurrentRoll ~= 0 then
            vectorRealRotVel[3] = -2*floatCurrentRoll/2
         end

         floatPosX = vectorPosModX:getMagnitude()
         floatPosY = vectorPosModY:getMagnitude()
         vectorPointerOld = vectorPointer

         if floatPosX > floatHLimit then
            vectorPlayerVelocityX = vectorPosModX / (5 * floatPosX/(floatPosX - floatHLimit))
            vectorPointerOld = vectorPointerOld + vectorPlayerVelocityX
         else
            vectorPlayerVelocityX = vectorNull
         end

         if floatPosY > floatVLimit then
            vectorPlayerVelocityY = vectorPosModY / (5 * floatPosY/(floatPosY - floatVLimit))
            vectorPointerOld = vectorPointerOld + vectorPlayerVelocityY
         else
            vectorPlayerVelocityY = vectorNull
         end

         vectorPlayerVelocity = vectorPlayerVelocity - vectorPlayerVelocityY - vectorPlayerVelocityX

         --Update Player Rotational Velocity, Position and Orientation
         objectPlayer.Physics.RotationalVelocity = vectorRealRotVel
         objectPlayer.Physics.Velocity = vectorPlayerVelocity

         vectorNewTargetPos = vectorCurrentPos + (vectorPointerOld * 1.25)
         objectAimingAid1.Position = vectorNewTargetPos
         vectorNewTargetPos = vectorCurrentPos + (vectorPointerOld * 2.5)
         objectAimingAid2.Position = vectorNewTargetPos
         vectorNewTargetPos = vectorCurrentPos + (vectorPointerOld * 5)
         objectAimingAid3.Position = vectorNewTargetPos

         --Reference Orientation for next frame
         orientationLast = objectPlayer.Orientation

         --new section to remove excess enemy fighters and bombers

         integerShips = #mn.Ships

         --Get rid off excess enemies
         for g=1,integerShips do
            objectDisposableShip = mn.Ships[g]

            --Check team and hitpoint status
            stringDisposableShipTeam = objectDisposableShip.Team.Name
            floatDisposableShipHitpoints = objectDisposableShip.HitpointsLeft
            if stringDisposableShipTeam ~= "Friendly" and floatDisposableShipHitpoints > 0 then

               --Only fighters & bombers
               stringDisposableShipType = objectDisposableShip.Class.Type.Name
               if stringDisposableShipType == "Fighter" or stringDisposableShipType == "Bomber" then

                  --Move ship only if it has flown past the player
                  vectorDisposableShipPosition = objectDisposableShip.Position
                  floatFrontDistance = vectorDisposableShipPosition["z"] - vectorCurrentPos["z"]
                  if floatFrontDistance < -100 then
                     vectorDispose = ba.createVector(0,0,-50000)

                     --Update the moved ships position and get rid off it
                     objectDisposableShip.Position = vectorDispose
                     objectDisposableShip.HitpointsLeft = 0
                     objectDisposableShip:kill(objectDisposableShip)
                  end
               end
            end
         end

      end --Player Validity Check

   end

end

]

$Application: FS2_Open
$On Mission End:

[

booleanCorridorInit = "false"

]

#End
« Last Edit: November 07, 2016, 03:37:08 pm by MetalDestroyer »

 

Offline MetalDestroyer

  • Starwars reborn!
  • 210
Re: Star Fox: Event Horizon for FSO
And here, some SoL mission that use this lua script

No enemy for this one but has the moving reticule thing (based on variables, SEXP and some models).
Code: [Select]
#Mission Info

$Version: 0.10
$Name:  XSTR("Untitled", -1)
$Author: Joel Reimer
$Created: 08/24/08 at 11:49:10
$Modified: 06/03/09 at 20:15:09
$Notes:
This is a FRED2_OPEN created mission.
$End Notes:

$Mission Desc:
 XSTR("Put mission description here
", -1)
$end_multi_text

+Game Type Flags: 1

+Flags: 0

+Disallow Support: 0

+Hull Repair Ceiling: 0.000000

+Subsystem Repair Ceiling: 100.000000

+Viewer pos: 50.946476, 1005.541565, -3120.528320
+Viewer orient:
1.000000, 0.000000, 0.000000,
0.000000, 0.927812, 0.373048,
0.000000, -0.373048, 0.927812


;;FSO 3.6.0;; $Skybox Model: bluesky.pof

$AI Profile: FS2 RETAIL

#Sexp_variables

$Variables:
(
0 "bline1Z" "1800" "number"
1 "bline2Z" "5500" "number"
2 "currBaseline" "baseline 1" "string"
3 "movementRange" "1" "number"
4 "nextBaseline" "baseline 2" "string"
)

#Command Briefing

#Briefing
$start_briefing
$num_stages: 0
$end_briefing

#Debriefing_info

$Num stages: 0

#Players ;! 1 total

$Starting Shipname: Alpha 1
$Ship Choices: (
)

+Weaponry Pool: (
"Standard Laser" 1
"Hyper Laser" 1
"Charged Laser" 10000
"Nova Bomb" 9
)

#Objects ;! 7 total

$Name: Alpha 1 ;! Object #0
$Class: Arwing X-03
$Team: Friendly
$Location: 0.000000, 0.000000, 0.000000
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "player-start" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
;;FSO 3.6.10;; +Score: 10

$Name: baseline 1 ;! Object #1
$Class: baseline
$Team: Friendly
$Location: 0.000000, -100.000000, 1800.000000
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
;;FSO 3.6.10;; +Use Table Score:
;;FSO 3.6.10;; +Score: 0

$Name: baseline 2 ;! Object #2
$Class: baseline
$Team: Friendly
$Location: 0.000000, -100.000000, 5500.000000
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
;;FSO 3.6.10;; +Use Table Score:
;;FSO 3.6.10;; +Score: 0

$Name: baseline 3 ;! Object #3
$Class: baseline
$Team: Friendly
$Location: 0.000000, -100.000000, 9200.000000
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
;;FSO 3.6.10;; +Use Table Score:
;;FSO 3.6.10;; +Score: 0

$Name: AimingAid I ;! Object #4
$Class: Target MK I
$Team: Hostile
$Location: -745.501770, -0.000094, -704.743530
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "no-dynamic" "beam-protect-ship" "stealth" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 49407 ;! note that this is a bitfield!!!
+Group: 0
;;FSO 3.6.10;; +Score: 10

$Name: AimingAid II ;! Object #5
$Class: Target MK I
$Team: Hostile
$Location: -676.064331, -0.000096, -720.021179
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "no-dynamic" "beam-protect-ship" "stealth" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 49407 ;! note that this is a bitfield!!!
+Group: 0
;;FSO 3.6.10;; +Score: 10

$Name: AimingAid III ;! Object #6
$Class: Target MK I
$Team: Hostile
$Location: -705.979065, -0.000103, -627.760193
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
+AI Class: Captain
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "ignore-count" "protect-ship" "no-shields" "invulnerable" "no-dynamic" "beam-protect-ship" "stealth" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 49407 ;! note that this is a bitfield!!!
+Group: 0
;;FSO 3.6.10;; +Score: 10

;;FSO 3.6.10;; #Wings ;! 1 total

;;FSO 3.6.10;; $Name: Alpha
;;FSO 3.6.10;; $Waves: 1
;;FSO 3.6.10;; $Wave Threshold: 0
;;FSO 3.6.10;; $Special Ship: 0 ;! Alpha 1

;;FSO 3.6.10;; $Arrival Location: Hyperspace
;;FSO 3.6.10;; $Arrival Cue: ( true )
;;FSO 3.6.10;; $Departure Location: Hyperspace
;;FSO 3.6.10;; $Departure Cue: ( false )
;;FSO 3.6.10;; $Ships: ( ;! 1 total
;;FSO 3.6.10;; "Alpha 1"
;;FSO 3.6.10;; )
;;FSO 3.6.10;; +Hotkey: 0
;;FSO 3.6.10;; +Flags: ( )

#Events ;! 1 total

$Formula: ( when-argument
   ( any-of
      "baseline 1"
      "baseline 2"
      "baseline 3"
   )
   ( >
      ( get-object-z "Alpha 1" )
      ( +
         ( get-object-z "<argument>" )
         1000
      )
   )
   ( set-object-position
      "<argument>"
      0
      -100
      ( +
         ( get-object-z "<argument>" )
         11100
      )
   )
   ( send-message
      "#Command"
      "High"
      "SHIFTING"
   )
)
+Name: Truffle Shuffle
+Repeat Count: 9999
+Interval: 1
+Team: 0

#Goals ;! 0 total


#Waypoints ;! 0 lists total


#Messages ;! 1 total


$Name: SHIFTING
$Team: -1
$MessageNew:  XSTR("SHIFTING", -1)
$end_multi_text

#Reinforcements ;! 0 total


#Background bitmaps ;! 0 total

$Num stars: 0
$Ambient light level: 15715769

;;FSO 3.6.9;; $Bitmap List:
$Sun: solar_s
+Angles: 0.383972 0.698131 0.034907
+Scale: 1.000000

#Asteroid Fields

#Music

$Event Music: None
$Briefing Music: None

#End


A simple mission with a final boss

Code: [Select]
#Mission Info

$Version: 0.10
$Name:  XSTR("Zeram Weapons Test", -1)
$Author: MetalDestroyer
$Created: 08/22/09 at 15:50:09
$Modified: 08/24/09 at 23:29:15
$Notes:
This is a FRED2_OPEN created mission.
$End Notes:

$Mission Desc:
 XSTR("Put mission description here
", -1)
$end_multi_text

+Game Type Flags: 1

+Flags: 0

+Disallow Support: 0

+Hull Repair Ceiling: 0.000000

+Subsystem Repair Ceiling: 100.000000

+Viewer pos: 88.452438, 5818.205566, -5475.480957
+Viewer orient:
1.000000, 0.000000, -0.000000,
0.000000, 0.866025, 0.500000,
0.000000, -0.500000, 0.866025


$Skybox Model: meteo_skybox.pof
+Skybox Flags: 1835008

$AI Profile: SoL Default

#Sexp_variables

$Variables:
(
0 "movementRange" "1" "number"
)

#Command Briefing

#Briefing
$start_briefing
$num_stages: 0
$end_briefing

#Debriefing_info

$Num stages: 0

#Players ;! 1 total

$Starting Shipname: Alpha 1
$Ship Choices: (
"Arwing X-01" 5
"Arwing X-02" 5
"Arwing X-03" 5
"Arwing X-01 D" 5
"Arwing X-02 D" 5
"Arwing X-03 D" 5
"Blue Marine" 5
"Cornerian Fighter" 5
"Shadow Fighter" 5
"FOX_BIKE" 5
"Arwing X-02b" 5
)

+Weaponry Pool: (
"Standard Laser" 20
"Photon Laser" 16
"Hyper Laser" 20
"Wave Gun" 16
"Rapid Fire Laser" 16
"Energy Shotgun" 16
"None" 16
"Cornerian Laser" 16
"Cornerian Heavy Laser" 16
"Wolfen Laser" 16
"Wolfen Laser D" 16
"Fighter Beam" 16
"Dumbfire Missile" 500
"Corkscrew Missile" 500
"Charged Laser" 580
"Charged Laser II" 500
"Charged Laser D" 500
"Charged Laser IID" 500
"Scatter Mine" 500
"Nova Bomb" 536
"Nova Bomb D" 500
"Super Nova Bomb" 500
"Heatseeker" 500
"Cornerian Missile" 500
"Cornerian Bomb" 500
"Venom Swarm" 500
"Empty" 500
)

#Objects ;! 25 total

$Name: Alpha 1 ;! Object #0
$Class: Arwing X-03
$Team: Friendly
$Location: 0.401852, 0.000000, 37.501194
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "no-shields" "player-start" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 10

$Name: Zeram Cruiser 1 ;! Object #1
$Class: Zeram Cruiser
$Team: Hostile
$Location: -45.651241, 0.000000, 9564.181641
$Orientation:
-0.999997, 0.000000, 0.002589,
0.000000, 1.000000, 0.000000,
-0.002589, 0.000000, -0.999997
$AI Behavior: None
+AI Class: Colonel
$AI Goals: ( goals ( ai-chase-wing "Alpha" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "protect-ship" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 300

$Name: Great Fox 5 ;! Object #2
$Class: Great Fox
$Team: Friendly
$Location: 556.899719, 0.000000, 8100.803223
$Orientation:
0.930283, 0.000000, 0.366844,
0.000000, 1.000000, -0.000000,
-0.366844, 0.000000, 0.930283
$AI Behavior: None
+AI Class: Colonel
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: Turret01
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "protect-ship" "no-shields" "beam-protect-ship" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 1 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 100

$Name: Alpha 2 ;! Object #3
$Class: Arwing X-03
$Team: Friendly
$Location: -91.956566, 0.000000, -69.471649
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 12

$Name: Alpha 3 ;! Object #4
$Class: Arwing X-03
$Team: Friendly
$Location: 99.535690, 0.000000, -61.837639
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 12

$Name: Alpha 4 ;! Object #5
$Class: Arwing X-03
$Team: Friendly
$Location: -0.035331, 0.000000, -114.345871
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 12

$Name: Scorpio 1 ;! Object #6
$Class: Morpha
$Team: Hostile
$Location: -189.800003, 0.000000, 1776.199951
$Orientation:
-0.994070, 0.000000, -0.108744,
0.000000, 1.000000, 0.000000,
0.108744, 0.000000, -0.994070
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Scorpio 2 ;! Object #7
$Class: Morpha
$Team: Hostile
$Location: -158.293396, 0.000000, 1779.291138
$Orientation:
-0.995457, 0.000000, -0.095210,
0.000000, 1.000000, 0.000000,
0.095210, 0.000000, -0.995457
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Scorpio 3 ;! Object #8
$Class: Morpha
$Team: Hostile
$Location: -221.542175, 0.000000, 1775.055298
$Orientation:
-0.992437, 0.000000, -0.122754,
0.000000, 1.000000, 0.000000,
0.122754, 0.000000, -0.992437
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Thorus 1 ;! Object #9
$Class: Morpha
$Team: Hostile
$Location: 65.631363, 0.000000, 2187.700195
$Orientation:
-0.999540, 0.000000, 0.030323,
0.000000, 1.000000, 0.000000,
-0.030323, 0.000000, -0.999540
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Thorus 2 ;! Object #10
$Class: Morpha
$Team: Hostile
$Location: 122.500000, 0.000000, 2190.100098
$Orientation:
-0.998395, 0.000000, 0.056630,
0.000000, 1.000000, 0.000000,
-0.056630, 0.000000, -0.998395
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Thorus 3 ;! Object #11
$Class: Morpha
$Team: Hostile
$Location: 194.689819, 0.000000, 2182.916260
$Orientation:
-0.995925, 0.000000, 0.090191,
0.000000, 1.000000, 0.000000,
-0.090191, 0.000000, -0.995925
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Thorus 4 ;! Object #12
$Class: Morpha
$Team: Hostile
$Location: 128.389801, 0.000000, 2251.869629
$Orientation:
-0.998334, 0.000000, 0.057703,
0.000000, 1.000000, 0.000000,
-0.057703, 0.000000, -0.998334
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Seraphim 1 ;! Object #13
$Class: Morpha
$Team: Hostile
$Location: 82.180916, -0.000000, 1023.647705
$Orientation:
-0.996024, 0.000000, 0.089089,
0.000000, 1.000000, 0.000000,
-0.089089, 0.000000, -0.996024
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Seraphim 2 ;! Object #14
$Class: Morpha
$Team: Hostile
$Location: 153.985611, -0.000000, 1023.793762
$Orientation:
-0.975830, 0.000000, 0.218531,
0.000000, 1.000000, 0.000000,
-0.218531, 0.000000, -0.975830
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Seraphim 3 ;! Object #15
$Class: Morpha
$Team: Hostile
$Location: 214.257721, -0.000000, 989.308228
$Orientation:
-0.929151, 0.000000, 0.369700,
0.000000, 1.000000, 0.000000,
-0.369700, 0.000000, -0.929151
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Seraphim 4 ;! Object #16
$Class: Morpha
$Team: Hostile
$Location: 34.884483, -0.000000, 988.411072
$Orientation:
-0.999999, 0.000000, 0.001320,
0.000000, 1.000000, 0.000000,
-0.001320, 0.000000, -0.999999
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Virgo 1 ;! Object #17
$Class: Morpha
$Team: Hostile
$Location: -103.320854, 0.000000, 1259.865601
$Orientation:
-0.996419, 0.000000, -0.084550,
0.000000, 1.000000, 0.000000,
0.084550, 0.000000, -0.996419
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Virgo 2 ;! Object #18
$Class: Morpha
$Team: Hostile
$Location: -5.000000, 0.000000, 1255.300049
$Orientation:
-0.999990, 0.000000, -0.004436,
0.000000, 1.000000, 0.000000,
0.004436, 0.000000, -0.999990
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Virgo 3 ;! Object #19
$Class: Morpha
$Team: Hostile
$Location: 101.598351, 0.000000, 1243.982422
$Orientation:
-0.996501, 0.000000, 0.083584,
0.000000, 1.000000, 0.000000,
-0.083584, 0.000000, -0.996501
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: M_asteroid 20 ;! Object #20
$Class: M_asteroid
$Team: Friendly
$Location: -220.199997, -142.000000, 1180.199951
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Use Table Score:
+Score: 5

$Name: Kappa 1 ;! Object #21
$Class: Morpha
$Team: Hostile
$Location: -379.994843, -0.000000, 4534.349609
$Orientation:
-0.995245, 0.000000, -0.097399,
-0.000000, 1.000000, 0.000000,
0.097399, 0.000000, -0.995245
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Kappa 2 ;! Object #22
$Class: Morpha
$Team: Hostile
$Location: -311.086029, 0.000000, 4526.828125
$Orientation:
-0.997747, 0.000000, -0.067091,
0.000000, 1.000000, 0.000000,
0.067091, 0.000000, -0.997747
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Kappa 3 ;! Object #23
$Class: Morpha
$Team: Hostile
$Location: -245.188232, -0.000000, 4535.198242
$Orientation:
-0.998735, 0.000000, -0.050275,
-0.000000, 1.000000, 0.000000,
0.050275, 0.000000, -0.998735
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

$Name: Kappa 4 ;! Object #24
$Class: Morpha
$Team: Hostile
$Location: -191.248398, -0.000000, 4536.049805
$Orientation:
-0.999496, 0.000000, -0.031759,
-0.000000, 1.000000, 0.000000,
0.031759, 0.000000, -0.999496
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 0 ;! note that this is a bitfield!!!
+Group: 0
+Use Table Score:
+Score: 10

#Wings ;! 6 total

$Name: Alpha
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0 ;! Alpha 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Ships: ( ;! 4 total
"Alpha 1"
"Alpha 2"
"Alpha 3"
"Alpha 4"
)
$AI Goals: ( goals ( ai-guard "Alpha 1" 80 ) )
+Hotkey: 0
+Flags: ( )

$Name: Scorpio
$Waves: 2
$Wave Threshold: 0
$Special Ship: 0 ;! Scorpio 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Ships: ( ;! 3 total
"Scorpio 1"
"Scorpio 2"
"Scorpio 3"
)
$AI Goals: ( goals ( ai-chase-wing "Alpha" 50 ) )
+Flags: ( )

$Name: Thorus
$Waves: 2
$Wave Threshold: 0
$Special Ship: 0 ;! Thorus 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Ships: ( ;! 4 total
"Thorus 1"
"Thorus 2"
"Thorus 3"
"Thorus 4"
)
$AI Goals: ( goals ( ai-chase-wing "Alpha" 50 ) )
+Flags: ( )

$Name: Seraphim
$Waves: 2
$Wave Threshold: 0
$Special Ship: 0 ;! Seraphim 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Ships: ( ;! 4 total
"Seraphim 1"
"Seraphim 2"
"Seraphim 3"
"Seraphim 4"
)
$AI Goals: ( goals ( ai-chase-wing "Alpha" 50 ) )
+Flags: ( )

$Name: Virgo
$Waves: 2
$Wave Threshold: 0
$Special Ship: 0 ;! Virgo 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Ships: ( ;! 3 total
"Virgo 1"
"Virgo 2"
"Virgo 3"
)
$AI Goals: ( goals ( ai-chase-wing "Alpha" 50 ) )
+Flags: ( )

$Name: Kappa
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0 ;! Kappa 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Ships: ( ;! 4 total
"Kappa 1"
"Kappa 2"
"Kappa 3"
"Kappa 4"
)
+Flags: ( )

#Events ;! 3 total

$Formula: ( when
   ( true )
   ( beam-free-all "Zeram Cruiser 1" )
   ( beam-free-all "Great Fox 5" )
   ( turret-free-all "Zeram Cruiser 1" )
)
+Name: Weapons settings
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when
   ( true )
   ( set-object-speed-z
      "Zeram Cruiser 1"
      -50
   )
   ( play-sound-from-file
      "corneriaorc001.mp3"
      5
   )
)
+Name: Zeram behavior
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( every-time
   ( true )
   ( set-object-speed-z "Alpha 1" 70 )
)
+Name: Mission settings
+Repeat Count: 1
+Interval: 1
+Team: 0

#Goals ;! 0 total


#Waypoints ;! 0 lists total


#Messages ;! 0 total


#Reinforcements ;! 0 total


#Background bitmaps ;! 1 total

$Num stars: 2000
$Ambient light level: 7895160

$Bitmap List:
$Starbitmap: planet_venom
+Angles: 0.174533 0.087266 0.418879
+ScaleX: 6.000000
+ScaleY: 6.000000
+DivX: 3
+DivY: 3

#Asteroid Fields

$Density: 256
+Field Type: 0
+Debris Genre: 0
+Field Debris Type: 0
$Average Speed: 118.999992
$Minimum: -1900.000000, -2000.000000, 700.000000
$Maximum: 1900.000000, 2000.000000, 6500.000000

#Music

$Event Music: 2: Exodus
$Substitute Event Music: 2: Exodus
$Briefing Music: None

#End

« Last Edit: November 07, 2016, 03:27:57 pm by MetalDestroyer »

 

Offline MetalDestroyer

  • Starwars reborn!
  • 210
Re: Star Fox: Event Horizon for FSO
I confirm my previous post, the reticule is based on a model "3dtarget.pof" + this texture "reticle_3d.dds". I don't know if the archive have those files.


 
Re: Star Fox: Event Horizon for FSO
I've got a small question. I notice that a map set to Nebula no longer renders background bitmaps, regardless of how far you set the range of the nebula. Is there a way to enable the rendering of background bitmaps? Being able to use faint nebula effects in planetary atmosphere to simulate clouds would be a really neat feature I think, but all of my background mountains and doodads vanish when I set up nebulas.

 
Re: Star Fox: Event Horizon for FSO
Does no one have any idea how to render background bitmaps with Nebulas enabled?

It would really help a lot, seeing as I've created cool planetary effects like Sandstorms:
Spoiler:

But none of the background bitmaps render because enabling Full Nebula seems to completely disable them. Is there not a way to enable background bitmaps to draw when you have a Nebula enabled?









 

Offline niffiwan

  • 211
  • Eluder Class
Re: Star Fox: Event Horizon for FSO
that is a very cool effect, but I don't think FSO can do what you want at the moment.  You could submit a feature request on github & mantis and see if a coder is willing to implement it for you? Adding a small test mod would help that process.
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Linux OBS Packages: FSO 3.7.0 | FSO BP Build | wxLauncher (?) | PCS2 (?) | wxVPView (?)
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline MetalDestroyer

  • Starwars reborn!
  • 210
Re: Star Fox: Event Horizon for FSO
I think you could do that if your background is a 3D background (by using a cube or a spherical model) and then just add the nebula within FRED. In this case, textures in the 3D background will be shown.

 
Re: Star Fox: Event Horizon for FSO
I think you could do that if your background is a 3D background (by using a cube or a spherical model) and then just add the nebula within FRED. In this case, textures in the 3D background will be shown.

The problem with using the level's background is that it seems to not take the Nebula's color and fading into effect. For example if you have a blue background in a red nebula, the level's background stands out as stark blue against the red, instead of blending in with the red like other ships and objects in the scene. I suppose this method can be used but each level would need an extremely personalized background with a lot of trial and error to get the coloring all correct.

There's also the minor problem that it seems the game actually renders background bitmaps at higher resolutions that a level's backgrounds. So if you have mountains and terrain as background bitmaps, they look much more crisp and sharp and less blurry then if they were all part of the level's skybox/sphere. This second issue probably isn't that much of a concern in high intensity effects like sandstorms and blizzards, since wind and smoke would obscure much of the background anyway, but it's less desirable if I want just the faint effect of clouds as a ship descends into temperate landscape with mountains in the distance.

  
Re: Star Fox: Event Horizon for FSO
Weeeelll here's some attempts at weather effects:


 

Offline Bryan See

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Re: Star Fox: Event Horizon for FSO
Weather effects are impressive, but if modern post-processing + fog + motion blur + HDR + volumetric effects are used.

EDIT: Regarding "canyons" and "planetary surfaces", I think it would be great for Battle of Yavin-type missions.
« Last Edit: December 07, 2016, 12:21:32 pm by Bryan See »
Bryan See - My FreeSpace Wiki User Page (Talk, Contributions)

Campaigns:
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Ships:
GTS Hygeia, GTT Argo, SC Raguel

 

Offline Dain

  • 26
Re: Star Fox: Event Horizon for FSO
Wow, underwater missions! This is all hugely impressive.

Weather effects are impressive, but if modern post-processing + fog + motion blur + HDR + volumetric effects are used.

EDIT: Regarding "canyons" and "planetary surfaces", I think it would be great for Battle of Yavin-type missions.

I'm sorry, but I can't seem to work out the context of your post? Does FS2Open even do motion blur? And weren't most people already aware of the way to do any sort of "ground" mission, but never pushed it as far as this?

 

Offline Bryan See

  • Has anyone really been far as decided to use even go want to do look more like?
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Re: Star Fox: Event Horizon for FSO
Wow, underwater missions! This is all hugely impressive.

Weather effects are impressive, but if modern post-processing + fog + motion blur + HDR + volumetric effects are used.

EDIT: Regarding "canyons" and "planetary surfaces", I think it would be great for Battle of Yavin-type missions.

I'm sorry, but I can't seem to work out the context of your post? Does FS2Open even do motion blur? And weren't most people already aware of the way to do any sort of "ground" mission, but never pushed it as far as this?
So this might be great for Battle of Yavin-type (or Battle of Starkiller Base-type) missions. Yes, they are aware of the way to do any sort of "ground" missions.

As for FS2Open's motion blur, I think we need to accept the possibility of adding it, possibly by coding via C++ and/or GLSL.
Bryan See - My FreeSpace Wiki User Page (Talk, Contributions)

Campaigns:
FreeSpace: Reunited - Shattered Stars

Ships:
GTS Hygeia, GTT Argo, SC Raguel

 

Offline The E

  • He's Ebeneezer Goode
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  • 213
  • Nothing personal, just tech support.
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Re: Star Fox: Event Horizon for FSO
I'm sorry, but I can't seem to work out the context of your post? Does FS2Open even do motion blur? And weren't most people already aware of the way to do any sort of "ground" mission, but never pushed it as far as this?

No, we are not doing motion blur, and have no plans to add it.

As for FS2Open's motion blur, I think we need to accept the possibility of adding it, possibly by coding via C++ and/or GLSL.

Bryan, for the last goddamn time, do not pretend to speak for the SCP. You are not a member of the group, and based on your past attempts at contributing to the project, you never will be.

Let me be clear about this. Is it technically possible to add a motion blur effect? Yes, absolutely. But it is not, I repeat NOT an effect we consider a must-have (in fact, most of the people I've spoken to about it are of the opinion that it is a bloody stupid effect that drains performance for no benefit). So, bottom line: We are not adding that effect unless someone outside of the SCP implements it in a way we consider acceptable. We will not be working on it.
**** every cause that ends in murder and children crying. ― Iain Banks
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Offline 0rph3u5

  • 211
  • Stop calling me 'intelligent', I am clearly not
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Re: Star Fox: Event Horizon for FSO
I just saw this on the Newsletter... You work is impressive, and somewhere in the future I would like to look at your tech for the sandstorm effects...
"As a rebellion fails, a search begins."
- The Lost Generation - Ashcroft coming soon -

"My song reshapes the very cosmos."
- Eldar Bonesinger, Warhammer 40.000: Dawn of War 3


"...because they are not Dragons."

 

Offline Bryan See

  • Has anyone really been far as decided to use even go want to do look more like?
  • 29
  • Visionary modder and coder
    • Skype
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Re: Star Fox: Event Horizon for FSO
I just saw this on the Newsletter... You work is impressive, and somewhere in the future I would like to look at your tech for the sandstorm effects...
That's great :D
Bryan See - My FreeSpace Wiki User Page (Talk, Contributions)

Campaigns:
FreeSpace: Reunited - Shattered Stars

Ships:
GTS Hygeia, GTT Argo, SC Raguel

 
Re: Star Fox: Event Horizon for FSO
I just installed this from modDB (the version 6 demo) and I'm having a lot of trouble getting it to run. When I load it I get a message says that there is a conflict with 161 items upon loading (image attached); I do get to the menu screen but when I try to start a mission it crashes with the error message shown in the other attached image. Regular FSO runs fine for me; I'm trying to run it with the standalone files that come with the version 6 demo download (my wxLauncher from the rest of FSO doesn't seem to recognize the Star Fox directory as a launchable mod). Any ideas what I'm doing wrong?



[attachment deleted by admin]

 

Offline z64555

  • 210
  • Self-proclaimed controls expert
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Re: Star Fox: Event Horizon for FSO
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.

Would you also please use the Print Screen key (Prt Sc) to capture screenshots? It'll grab whatever's on your screen and copy it to the clipboard so you can paste it (Ctrl+V) in an image editor of your choice, such as Paint.

If you have Windows 8 or later, Winkey + Prt Sc will automatically save it to your My Documents -> Pictures folder.  (The Winkey is on lower left on the keyboard, Between Ctrl and Alt. It is labeled with the Windows logo of four squares).
« Last Edit: January 29, 2017, 02:45:31 pm by z64555 »

EveningTea: Time to go Freeman on this cultist..
* EveningTea pulls crowbar off his shoulderstrap and charges screaming incoherently across the marsh *

z64555: bro. do you even salad

 
Re: Star Fox: Event Horizon for FSO
Log file attached. When running in debug mode I didn't even get past the start screen. I attached a screenshot of the error I got.

I tried running the launcher with the included MediaVPs 2014, MediaVPs 3612, and without either but I got the same error message as in this screenshot whenever I tried to launch it in debug mode.

[attachment deleted by admin]