Topic: SFC1 Scripting API?  (Read 1298 times)

0 Members and 1 Guest are viewing this topic.

Offline NuclearWessels

  • Evil Dave
  • Serverkit Development Team
  • Lt. Commander
  • *
  • Posts: 1249
  • Scripter and general nuisance
    • NukeDocs
SFC1 Scripting API?
« on: July 31, 2007, 10:01:21 am »
Heya folks,

anyone out there still have the SFC1 Scripting API floating around?

EDIT:  Whoops!  Nevermind, tracked it down.

thx,
dave

Offline Panzergranate

  • Commander
  • *
  • Posts: 2905
  • Gender: Male
  • Aw!! Da big nasty Klingon L7 killed da kitty kat!!
Re: SFC1 Scripting API?
« Reply #1 on: August 02, 2007, 03:51:21 pm »
Where, Where??!!

I need one!!

The Klingons have many ways to fry a cat. I prefer to use an L7 Fast Battlecruiser!!

Offline Klingon Fanatic

  • Lt. Commander
  • *
  • Posts: 2070
  • Gender: Male
Re: SFC1 Scripting API?
« Reply #2 on: August 03, 2007, 06:46:04 pm »
 :D My favorite CUSTOM mission for SFC1 was the "The Quantum Factor". I so want it to be converted to SFC: OP. In the mission you fly as a Fed investigating why a stock FDD "USS Richtofen [sp?]" and an FSB have completely lost ALL power. It was one of the biggest mission maps I recall from SFC1. Hidden in the asteroid belt is an energy draining monster. Can you kill it before your ship loses power too?

Now, the implications for this script are two fold:

1. You get a cool monster mission.

and

2. If the energy dampining can be scripted into campaign or skirmish missions for SFC: EAW or OP then you can have the Breen energy dampining weapon from DS9!

This assumes I am correct that such a weapon is something that is a background feature like start up damage that can be called up a la SFC1's skirmish mission: "The Repair Roundevous". One would hope that the ship using such a weapon could have that put into the shiplist somehow. There has to be a way if the AI "Quantum" monster can cause a reduction in player ship power after each successful hit.


Qapla'

KF
HoD Radjekk Vor Thruum
IKV Kraag Dorr
SuvwI' Qeh KCC
Commander, Task Force Kraag Dorr's Teeth First Strike Squadron

Offline NuclearWessels

  • Evil Dave
  • Serverkit Development Team
  • Lt. Commander
  • *
  • Posts: 1249
  • Scripter and general nuisance
    • NukeDocs
Re: SFC1 Scripting API?
« Reply #3 on: August 03, 2007, 09:19:28 pm »

Offline Panzergranate

  • Commander
  • *
  • Posts: 2905
  • Gender: Male
  • Aw!! Da big nasty Klingon L7 killed da kitty kat!!
Re: SFC1 Scripting API?
« Reply #4 on: August 04, 2007, 06:42:47 pm »
I've played the "Quantum Factor" and it is a nice long scenario. However my instict not to go charging after the "object in the asteroid field" but to send some "Red Shirt" in a shuttle to investigate resulted in the shuttle and the subsequent one becoming disabled. I figured thatthe monster had some means of instantly killing the shuttles before they could fire.

In the mean time I'd approched the DD and had scanned it, beamed a boarding party over and had a tractor tow on it.

I figured that the monster was more interested in my  cruiser than the DD and dropped the tow to lead it away. I maintained distance and plastered it with Phasers and Photons. As I closed with it the power levels began to drop but as the monster was nearly dead by then it didn't make much difference.

Probally one of the best scenario scripts written for SFC 1.

Now shouldn't the Doomsday Machine also have the same energy dampening field?? It should alos make Photons impossible to fire due to its rendering anti-matter impotent.

Unfortunately I don't have Visual C++, I have Borland C++ and a few other C++ compilers. So much for the portability of C++!!

 
The Klingons have many ways to fry a cat. I prefer to use an L7 Fast Battlecruiser!!