Scripting to cleanly get the player to the Floating Island, and back?

EvilSmooEvilSmoo Join Date: 2008-02-16 Member: 63662Members
To do this properly would need some stuff, or alternates.
  • Storms and waves and wind, or at least the appearance. Storms would be neat anyway.
  • Remove the habitat builder from the lifepod fabricator list (temporary).
  • Add a "Broken Gravity Anchor" device to the lifepod.
  • Add a single-slot battery charger to lifepod, but it only takes batteries up to 50% (25%?). (To prevent people getting stuck somehow. Also, convenience?)
  • Add a component onto the Floating Island, that "repairs" the pod gravity anchor.
  • Lifepod limited resource scanner might be nice?

So, once that's there, the player progresses normally, but doesn't start on a base yet, because no tool. Once the player has the scanner and knife and the Aurora is exploded and a certain time passes, and the player is within 200m of their lifepod, a storm comes up, and... something happens in the water to push them into the pod. The gravity anchor is malfunctioning, so the pod gets pushed fairly rapidly to the Floating Island with the bases. I'm thinking something like:
Attention Survivor, the wave action in this area is becoming violent, return to the lifepod as soon as possible.
(Basically, don't need to do a whole lot besides an occasional damage effect and decreased visibility, and a bit of a pointer to the pod beacon.) Then:
Attention survivor, do not panic. This lifepod is equipped with a Gravity Anchor, which will keep you stationary at the SOS transmission site for prompt rescue. Error: Gravity Anchor damaged, request repair immediately.
B)
So, the lifepod zips over to Floating Island, and the storm dies down. Maybe the doors should lock, so the player isn't stranded in deep water. At this point, the player is lost and confused, but the pods limited scanner locates the gravity anchor doodad up in the base ruins. The medkit spawner keeps them healthy, the battery charger keeps them from having an empty scanning tool. Player gets seeds, scans a bunch of stuff, and grabs the repair item. The scans reactivate the habitat builder in the fabricator, and the repair item returns the pod to safe shallows.

If the player has a base built before the start conditions are met, the entire sequence should probably skip? That way, if something weird happens, the entire thing bails before bothering the player if they have a single chunk of base built. For old saves, and any odd situation. Technically, the player could rush up to the item, ignore all scans and seeds, and return, but at that level of willful disregard, they're nearly suicidal anyway.


Well, it's 5am and I didn't sleep yet. Does that sound too railroad-ey? Or a good way to get people relatively painlessly to the floating island?

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