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Game Master

Page history last edited by RyleyRA 3 years, 11 months ago Saved with comment

Game Master Station

 

Game Master is like the science console, but with everything scanned (the initial scan, the second scan will not appear unless Science has scanned it) and identified, and several extra features. It's designed to be used BY a game master, a game puppeteer, just like a D&D dungeon master, or the operator of a military sim.


To use the GM console, your server MUST be running a scripted mission. Not just any scripted mission, but a script designed for the GM console. By convention, these script files should start with the word "Module", to separate them from "normal" missions that do not need a GM operator.  

During play, the GM operator interacts with the module script by selecting options from the menu at the top of the screen, or by clicking on buttons placed directly in the display area. The GM can also press keys on the GM console. These inputs are sent to the server, and used by the script to trigger script events. 

 

Because the menu options, buttons and key presses used by the GM operator are defined by that script, the menus and keys can differ widely from one script to another. If the script does not define a GM module interface, no menu or buttons will appear on the GM console.

 

A module is included with Artemis that can be used to test this functionality - Module_3_bases. The image above is of this module. The menu bar visible in this image is specific only to this module, and other script modules would have a different menu and individual buttons.

 

Many functions of a GM module script require selecting an object in the sector, or a specific location, and then clicking a button or pressing a key. Objects can be selected by left-clicking on them, which will cause an indicator to appear around that object. This indicator looks like the one used by Science, but is white. A location can be selected by right-clicking on that point in the sector. An indicator will appear around that point, which is blue. You can see the location indicator in the image above, to the upper right of the sector. Most GM options will either edit the selected object, or place an object at the selected location.

 

Two buttons built into the GM console do provide universal functionality which is common to all scripts. At the top of the screen is a button labeled "Instructions". If the script defines it, this button will display information about the script and what the script is intended to do. This may be a copy of the "module-doc.txt" file, or it may contain other instructions for the GM. It may even change depending on events in the script. If the script does not define any instructions, the button will do nothing.

 

A second button located at the bottom of the screen is labeled "Send Comms". Pressing this button will open up a second screen that allows the GM to send messages to the Comms interface, or to various stations of the players' ship. This screen (shown in the image on the right) has two text entry lines. The top line, "From" is only used for Comms messages, while the second, "Message" is used for both Comms and popup messages.

 

A selector under the text entry lines lets the GM select which ship to send the message to. You can select multiple ships, or deselect ships. The buttons to the right send the message. Messages sent to Comms will display in the Comms interface, with the "From" text displayed as the source of the Comms message. For instance, the GM could choose an enemy ship, type that ship's ID into the "From" field, and then a taunting message in the "Message" field. To the players, it would look like that message came from that enemy ship.

 

Messages sent to other game consoles will appear in a "popup" window on that console. Message sent to the Mainscreen will popup on the Mainscreen, and all other consoles. This can be used to issue instructions to the players of a console telling them how to perform an operation, or issue a warning about a potential threat. These messages can be send automatically by a script as well, but the GM console allows the GM to make up messages on the spot and engage in role playing. This interface can even be used in "normal" scripts, or even in non-scripting modes like Solo and PvP.

 

If you would like more information on how to write a GM module script and let a GM operator interact with it, visit the page on Mission Scripting. That page is intended more as a guide to writing "normal" missions that are not controlled by a GM operator, but it does include the commands used to create menus and GM keys, and cause those inputs to trigger events.

 

Because of the way the GM console works, if you log into the console after the script has started, or disconnect from the server during a game and reconnect, the menu options and GM instructions will be lost. If the script is well written, there will be a way to restore the menu, perhaps using an automatic timer, or by clicking on a GM key. GM key functionality will continue to work even if the GM console is disconnected and reconnects. It is hoped that a later version of Artemis will fix this issue, but for now, the GM console should always connect to the server and click on Ready to Play before the server is started with a Module script. It may help if the GM takes the responsibility for setting up and starting the server.

 

Although the GM usually does not need to monitor enemy ship Intel, it may be helpful to understand that except for shield frequencies, no "second scan" information will be visible until a player ship double scans that ship from the Science console. Since all player ships share scan information, the GM will be able to see that information if any player ship performs the scan. Of course as noted above, the GM console can see all enemy ships, even those that have not been identified by Science, and can view first scan information by selecting that ship. Shield frequencies will also be visible, even if the enemy ship has not been identified or has only been scanned once.

 

The GM menu system was introduced in 2.4. Prior to that, key presses were defined to control all GM module functions. By convention, every GM script (starting with "Module") came with a simple text file called "module-doc.txt", which details which keys could be used to control the simulation. The "module-doc.txt" file is no longer required, as the menu system is more intuitive for GM operators to use. However, it is still a good idea to include a "module-doc.txt" file that covers the menu options and key presses defined by the script.

 

Note that in 2.4, only one GM console can be selected for the whole game. It appears slightly offset from the other consoles to indicate this, and "Taken" will appear next to it, no matter which player ship is selected. A player may still select the GM console and a second console from any player ship.

 

The Android and iOS versions of Artemis do not implement the GM console. If you are running a scripted mission that requires a GM console, it will need to be run on the PC version.

 

While the Game Master console displays the message "F1 for help", there is no helptext for this station and the display will be empty. 

 

Comments (3)

Longbowman said

at 12:51 pm on Sep 3, 2013

Has there been any change to the GM controls (hotkeys) from 1.702 to 2.0?

Todd Lichtenwalter said

at 2:30 pm on Mar 11, 2014

Just a FYI: I have tried and the Game Master does not work on Macintosh OSX. You can send messages but one is not able to spawn.

Leo said

at 2:31 pm on Jun 6, 2017

In the next version would there be a way to spawn AI player ships (Battleships,scouts,etc.)???

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