Mike,
I think that a couple of concepts have crossed in this conversation.
1) I could not get DMX lighting to work while running my mission. This was solved by copying the DMXcommands.xml file into the MISS_Invasion directory. It works. An non issue now.
2) The same mission file that I am discussing above (MISS_Invasion.xml), regardless of the DMX issue, does not have the weapons fire (beams) nor the tractor beam (docking) appear on the main screen (Front View). I believe this to be due to the fact that the MISS_Invasion.xml file that I have written is over 2 MB in size with more than 27,000 lines of code, many of which are checking the status of ships and timers (10426 Conditions, 10525 Actions). It is quite possible that Artemis can not support that active of a mission file and retain all of the effects in memory.
I am attempting to recreate Invasion due to an issue with the hard coded time limits and my ability to run an as fulfilling of an experience for both new and experienced players in a 30 minute time frame for the Strategicon convention this Memorial Day weekend. There will be approximately 2,000 people at this convention and the last time I ran Artemis, every session was booked, with an audience of at least 10 people at all times. As Invasion's options are only 20 or 30 minutes (no 25 minute option), I am left with either having 10 minutes of dead time between every session, or losing time throughout the day because of the inability to change crews instantly and get the next 30 minute mission started. Within 2 runnings of the event, I was delayed by 10 minutes last time. 25 minutes is the optimum time, and not an option in the current game. I have been told repeatedly to "write a mission" as the solution to this. The environments and establishment of fleets was not a problem, and the real processing requirement came with the introduction of the side missions to the script. The only use of the GM is to establish Difficulty level, map type (Single Front, Double Front, or Siege), terrain type (Barren, Interesting, or Very Interesting), and if necessary, a different time limit if restarting for a crew that destroyed themselves in the first 5 to 10 minutes. The GM is out once the game starts, other than the ability to end the mission immediately, if deemed necessary.
I understand that 2.0 will change Invasion, but I expect by that time the time limit issue to be resolved as well, and then not need to update my script.
I have come up with a way to cut the mission file in half, as well as the conditions by more than 60% and the Actions by 50%, during this reply, so hopefully that will help with the lagging issue.
Thanks for listening and helping out.
Rusty
[Last edited May 15, 2013 03:24:54]