Author Topic: Adding new teams  (Read 2170 times)

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Messing around a bit with trying to add new teams to the game.  The true intent is to have more neutral groups with different IFF colors.  Its a simple matter to add a new team in Fred.  And it will save it right in the mission file.  The tricky part is getting FS2 to know there is a new team.  I've added new #defines, sacrificed a goat, all of the usual things to add a new thing to the game.  I think my problem is with this:

// Translate team mask values like TEAM_FRIENDLY to indices in Team_names array.
//-1 means an illegal value.
Team_names_index_xlate[MAX_TEAM_NAMES_INDEX+1] = {-1, 0, 1, -1, 2, -1, -1, -1, 3};

I have no clue what that does or really how its even related to the team names.  I commented it out and it seems to have no effect on the game.  I know this has been talked about before here but I couldn't find if anybody got some good results.  And I do know there is a bunch of other stuff to make a team work right.  But for now I would be happy with getting a radar blip to show up.

 

Offline Goober5000

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Well, I'm planning on implementing that after 3.6 is released.  I have an outline of what I want to do, but I haven't coded anything because we're working on bug-smashing right now.

There's a lot of strange code in the codebase... some of it unneeded.  I wouldn't worry - just be patient and we'll take care of it. :)
« Last Edit: March 15, 2004, 01:42:13 am by 561 »

 
It gives me something to do for now.  Do you have any idea why the defines for teams are bitshifts and not whole numbers?  I thought it might be for that ALL_TEAMS, but thats never even used elsewhere in the game.  One thing I did not do was mess with anything in sexp.cpp.  I haven't looked through it all but is this maybe where Team_names[] and the list of defines are put together?

 

Offline Mav

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To admit, I don't have much experience with coding, and none with the SCP. But to me this looks like there are our allowed teams (0,1,2,3 - the number of entries would be right) and those '-1's are for some sort of formatting.
(Sorry if that was nonsense :nervous: )
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)

 

Offline diamondgeezer

So, ah... any update on a the 3.6 schedule?

 
dunno, somewhere within the lifetime of our children who we have cursed with the task to complete this version, if they want to keep the inheretance?
just another newbie without any modding, FREDding or real programming experience

you haven't learned masochism until you've tried to read a Microsoft help file.  -- Goober5000
I've got 2 drug-addict syblings and one alcoholic whore. And I'm a ****ing sociopath --an0n
You cannot defeat Windows through strength alone. Only patience, a lot of good luck, and a sledgehammer will do the job. --StratComm

 

Offline Flipside

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Patience glasshopper 8)

;)

  

Offline Goober5000

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Quote
Originally posted by darkchrono4
It gives me something to do for now.
If you're just want to learn about the code, feel free, but if you're planning to code something then I'd advise you to work on something else.  Anything you do will probably be overwritten/obsoleted by 3.6.

 
We are doing a bit of our own thing with this too.  I got the new team to work by modifiying char *Team_names[MAX_TEAM_NAMES] to have the name of the traitor team and my team.  Seems before that it was working but it keep returning it as the traitor team and not mine.

So now I have a mission with five different teams and five different colored radar blips.  The other three craft will destroy the hostile and traitor team ships.  One thing I was wondering is if its possible to have the team I created be hostile yet keep its radar color.  I would like to be able to have this new team I created to be able to attack the players side yet keep its color and be able to target with the 'target closest enemy' key.