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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

.

BTW NPL - here is one of my shorter Scav stories illustrating something of what you raised in your post.... in this instance I used the euphemism "the Shiny One" for Nexus...
  • Mastan of the Scar, His Tale - "The Coming of the Shiny One"

My life tale begins in the foothills I call home before the Mekka alliance that forged our first war ties with the order that came to be known to us all as the Mangodai, rumored in whispers to be a darker sect of Nexus from the Far East, across the great Pacific ocean, land of the Great Wall.

A Shiny One of Metal had come to my tribes village, the Wing Clan of the Western Scav Nation, before the on set of our fiercest winter in many moons, in the year 2110.

Much was promised and some I saw before leaving to journey with my warrior brethren on my Trike to fight on the Northern Mountain Front, at the foothills of Graybeard.

Would that I had done otherwise, knowing as I do now that the cause was lost before it ever began. But in that thought I am a fool, for nothing could have changed the course we where all bound to follow.

I am known in my homeland as Mastan of the Scar. My woman calls me by my secret name. That is between us and no other. I think of her now as I nurse my wounds just before sunrise.

We have fought long and hard, my clan brothers shoulder to shoulder, drenched in each others blood.

There were moments of glory, a time all true warriors yearn to feel in their bone & sinew. Of that I have no regrets. The battles fought, even those lost, we acquitted ourselves with honor. That is the way of our Nation and all the Scav peoples.

But there was treachery in the words of The Shiny One, the Mekka who strode alone with eyes of fire.

In doing his bidding I fear we lost much more than can ever be regained. A warrior's true heart can never be bought or sold like melons in the Seven Nations market bazaar, for it is honor itself and without honor all is lost.

Indeed, of that I am certain, as much I am that the flow of blood from my wounds has only been stayed but for a short while, enough though to wield my weapon again this day on my feet, in the thick of it, in the worst of death's pitiless march.

There are but a few of us left here at Graybeard's Pass on the red road to the High Plateau.

We must guard this compound with our lives. So it has been commanded. For if we do not prevail it has also been promised ... that we will never see our home hearth fires again. In this I know there is no other course.

I, Mastan of the Scar, will fight till I am vanquished as will my warrior brethren, those few of us left.

But I too fear I will never again know the touch of my youngest yet in the cradle, my first son. That will be my deepest wound as we battle at break of day.

The sun rises now as I make final preparations on my Trike for this days blood letting. So few of us left. So many we must face.

We say our prayers in silence. All know what this days outcome will be.

Before I mount my Trike I turn and face my fellow Wing Clan Warriors, those few who will with me join in battle, perhaps our last.

I remember the words of some long ago warrior who once roamed this very landscape we would engage the enemy on this day.

The words seem fitting. This I said:

"Warriors of the Wing Clan, my brothers... the sun, Grandfather of our Nation, smiles upon us as we prepare to meet the enemy.

I say to you, my fellow warriors...

It is a good day to die..."

With those words hanging in the air like gliding buzzards awaiting a wounded deer's last gasp, I turned, I ...Mastan of the Scar, and strode with shoulders squared, to my Trike and fired-up the engine.

I signaled the procession forward. And for one last time I thought of my first son... whom I would likely never see again let alone teach the ways of a true Wing Clan warrior.
.
Last edited by whippersnapper on 17 Aug 2009, 23:24, edited 1 time in total.
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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

whippersnapper wrote: Oh my, sweet new art. :) Binge, indeed ! I can't keep up with ya XANAX - but i'll try. ;)

More inspiration. I love it. Just one thing - I don't do Blender. If I have .Pies files (& your texture .png sheets) to work with like your other art package then I can go from there.
XANAX wrote:I will.. just might take a little while to convert ... hopefully it will work :-S
No rush by any means. Really, whenever it works for you is cool. I do wanna work-out all the Alien stuff first before I move on to Scav stuff and that's gonna take some time - building the Alien Center Citadel coming first, then modifying my scripting accordingly: templates, triggers, map-coordinates, etc.... And then finally, like you said, "hopefully, it will work.." O_O

Regards, whip :ninja:
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Re: "War School" - A Map / Mod W.I.P.

Post by XANAX »

whippersnapper wrote:No rush by any means. Really, whenever it works for you is cool. I do wanna work-out all the Alien stuff first before I move on to Scav stuff and that's gonna take some time - building the Alien Center Citadel coming first, then modifying my scripting accordingly: templates, triggers, map-coordinates, etc.... And then finally, like you said, "hopefully, it will work.." O_O

Regards, whip :ninja:
.
I'm happy your doing the scripting, I wouldn't have the attention span for it O_o
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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

whippersnapper wrote:No rush by any means. Really, whenever it works for you is cool. I do wanna work-out all the Alien stuff first before I move on to Scav stuff and that's gonna take some time - building the Alien Center Citadel coming first, then modifying my scripting accordingly: templates, triggers, map-coordinates, etc.... And then finally, like you said, "hopefully, it will work.." O_O

Regards, whip :ninja:
XANAX wrote:I'm happy your doing the scripting, I wouldn't have the attention span for it O_o
Oh yea, no doubt. I can appreciate that... heh. ;)

Code: Select all

/* The War School Citadel */

private		int				count, group, temp;
private		BASEOBJ			viewerObj, targetObj, targetObj2;
private		DROID			cdroid,vdroid,bugdroid;
private		int				clusterID;
private		TEMPLATE		Vconstruct;	
public		RESEARCHSTAT	autoRepair;

public		STRUCTURESTAT	citDef1,citDef2,citDef3,citDef4,citDef5,citDef6,citDef7,sensDef1;
public		STRUCTURESTAT	vtolPad,pad,Citadel,Key,aaDef1,aaDef2,aaDef3,decoy;
public		int				padX[20], padY[20], numPads, citPlayer,citnum;
private		STRUCTURE		CitadelObj,KeyObj;
private		STRUCTURE		pads[20];

public		int				numGroups;
private		int				VTOLsize[4], groupX[4], groupY[4];
private		TEMPLATE		Citplates[4];
private		int				targetObjType[4], startTime[4], everyTime[4];
private		int				numPrefStruc, prefStruc[3], numPrefDroid, prefDroid[2];
private		GROUP			citadelGroup[4];
private		BASEOBJ			citadelObj[4];
private		int				citadelCluster[4], countTime[4];
private		int				vanishX,vanishY;
public		PROPULSION		bug;
public		BODY			bugbody;



trigger nextTargetTrig(every, 80);


// declare events
event bonusPower;
event targetFound;
event clusterReset;
event bugFix;
event nextTarget;
event nextTargetTwo;
event stopVTOLs;
event addVTruck;
event addCitadel;
event addKey;


event start(CALL_GAMEINIT)
{
	count = 0;
	while (count < numPads)
	{
		pads[count] = addStructure(pad, citPlayer, padX[count], padY[count]);
		count = count + 1;
	}
	addPower(20000, citPlayer);
	completeResearch(autoRepair,citPlayer);
	CitadelObj = addStructure(Citadel, citPlayer, 11200, 12096);
	KeyObj = addStructure(Key, citPlayer, 13248, 12864);

	addStructure(aaDef1, citPlayer, 13248, 11456);
	addStructure(aaDef1, citPlayer, 12992, 11456);
	addStructure(aaDef1, citPlayer, 12736, 11456);
	addStructure(aaDef2, citPlayer, 11968, 13376);
	addStructure(aaDef2, citPlayer, 15552, 12352);
	addStructure(aaDef2, citPlayer, 11584, 11200);
	addStructure(aaDef3, citPlayer, 11456, 10560);
	addStructure(aaDef3, citPlayer, 13248, 15296);
	addStructure(sensDef1, citPlayer, 9152, 14784);
	addStructure(sensDef1, citPlayer, 10432, 8640);
	addStructure(sensDef1, citPlayer, 15296, 10048);
	addStructure(sensDef1, citPlayer, 16064, 15808);
	addStructure(sensDef1, citPlayer, 12736, 9280);
	addStructure(sensDef1, citPlayer, 12992, 11840);
	addStructure(sensDef1, citPlayer, 16192, 13248);
	addStructure(sensDef1, citPlayer, 12736, 16704);
	addStructure(sensDef1, citPlayer, 9280, 12224);
	addStructure(citDef7, citPlayer, 15040, 12736);
	addStructure(citDef7, citPlayer, 15168, 11968);
	addStructure(citDef7, citPlayer, 14912, 12352);
	addStructure(aaDef3, citPlayer, 14912, 11840);
	addStructure(aaDef3, citPlayer, 15936, 13248);
	addStructure(aaDef3, citPlayer, 12352, 11328);
	addStructure(aaDef3, citPlayer, 11584, 11328);
	addStructure(aaDef3, citPlayer, 11840, 11328);
	addStructure(citDef1, citPlayer, 11840, 12992);
	addStructure(citDef1, citPlayer, 12608, 13632);
	addStructure(citDef1, citPlayer, 12608, 12352);
	addStructure(citDef2, citPlayer, 12608, 12608);
	addStructure(citDef2, citPlayer, 12224, 12736);
	addStructure(citDef7, citPlayer, 11968, 13632);
	addStructure(citDef2, citPlayer, 11584, 11072);
	addStructure(citDef2, citPlayer, 11840, 12736);
	addStructure(citDef3, citPlayer, 11328, 12352);
	addStructure(citDef3, citPlayer, 12992, 12096);
	addStructure(citDef3, citPlayer, 11328, 12992);
	addStructure(citDef4, citPlayer, 11840, 12352);
	addStructure(citDef4, citPlayer, 12096, 11328);
	addStructure(citDef5, citPlayer, 12864, 11712);
	addStructure(citDef5, citPlayer, 13120, 11712);
	addStructure(citDef5, citPlayer, 9792, 12352);
	addStructure(citDef5, citPlayer, 11968, 10048);
	addStructure(citDef5, citPlayer, 12736, 16448);
	addStructure(citDef5, citPlayer, 15680, 13120);
	addStructure(citDef6, citPlayer, 15808, 10944);
	addStructure(citDef6, citPlayer, 12736, 8896);
	addStructure(citDef6, citPlayer, 8512, 10816);
	addStructure(citDef6, citPlayer, 12352, 17088);
	addStructure(citDef6, citPlayer, 13120, 15296);
	addStructure(citDef6, citPlayer, 13120, 14144);
	addStructure(citDef6, citPlayer, 11712, 11328);
	addStructure(citDef6, citPlayer, 11584, 12736);
	addStructure(citDef6, citPlayer, 9664, 15552);
	addStructure(citDef6, citPlayer, 10176, 8896);
	addStructure(citDef6, citPlayer, 14912, 9792);
	addStructure(citDef6, citPlayer, 15936, 15936);
	addStructure(decoy, citPlayer, 12992, 11712);

	initAllNoGoAreas();
	setNoGoArea(20, 26, 177, 26, 1);
	setNoGoArea(178, 26, 178, 172, 2);
	setNoGoArea(21, 172, 177, 172, 3);
	setNoGoArea(20, 27, 20, 172, 4);

	vdroid = addDroid(Vconstruct, 11456, 12096, citPlayer);
	orderDroid(vdroid,DORDER_REPAIR);
	setVTOLReturnPos(citPlayer, vanishX,vanishY);
	count = 0;
	while (count < numGroups)
	{
		countTime[count] = startTime[count];
		count = count + 1;
	}
}

event bonusPower(every, 5000)
{
	
	citnum=0;
	while (citnum < 5)
	{
		if (not isHumanPlayer(citnum))
		{
			addPower(3000, citnum);
		}
		citnum = citnum+ 1;		
	}

}


event addVTOL(every, 107)	//every 10secs
{
	group = 0;
	while (group < numGroups)
	{
		if((KeyObj != NULLOBJECT) or (CitadelObj != NULLOBJECT))
		{
			countTime[group] = countTime[group] - 1;
			if(countTime[group] <= 0)
			{
				countTime[group] = everyTime[group];	//set back to every

				temp = citadelGroup[group].members;
				if(temp < VTOLsize[group])
				{
					count = 0;
					temp = VTOLsize[group] - citadelGroup[group].members;
					while (count < temp)
					{
						cdroid = addDroid(Citplates[group], groupX[group], groupY[group], citPlayer);
				     if (cdroid != NULLOBJECT)
				     {
						    groupAddDroid(citadelGroup[group], cdroid);
							setDroidKills(cdroid, 256);
					  }
						count = count + 1;
					}
					if (citadelObj[group] != NULLOBJECT)
					{
						orderGroupObj(citadelGroup[group], DORDER_ATTACK, citadelObj[group]);
					}
				}
			}
			group = group + 1;
		}
	}
}

event bugFix(every, 400)
{
		if( (cdroid != NULLOBJECT) and (cdroid.droidType == DROID_COMMAND) )
		{
			vanishUnit(cdroid);
		}
		if(cdroid != NULLOBJECT)
		{
			group = 0;
			while (group < numGroups)
			{
				initIterateGroup(citadelGroup[group]);
				bugdroid = iterateGroup(citadelGroup[group]);
				while (bugdroid != NULLOBJECT)
				{
					if (bugdroid.propulsion != bug)
					{
						vanishUnit(bugdroid);
					}
					bugdroid = iterateGroup(citadelGroup[group]);
				}
				group = group + 1;
			}
		}
		if( (vdroid != NULLOBJECT) and (vdroid.body == bugbody) )
		{
			vanishUnit(vdroid);
		}
}


event addCitadel(every, 2700)
{
	CitadelObj = getStructure(Citadel, citPlayer);
	if((vdroid != NULLOBJECT) and (CitadelObj == NULLOBJECT) and (KeyObj != NULLOBJECT))
	{		
		orderDroidStatsLoc(vdroid, DORDER_BUILD, Citadel, 11200, 12096);

	}
}

event addKey(every, 3000)
{
	KeyObj = getStructure(Key, citPlayer);
	if((vdroid != NULLOBJECT) and (CitadelObj != NULLOBJECT) and (KeyObj == NULLOBJECT))
	{		
		orderDroidStatsLoc(vdroid, DORDER_BUILD, Key, 11328, 10560);

	}
}

event addVTruck(every, 300)
{
	if(vdroid == NULLOBJECT)
	{
		if( (KeyObj != NULLOBJECT) or (CitadelObj != NULLOBJECT) )
		{		
			vdroid = addDroid(Vconstruct, 11456, 12096, citPlayer);
			orderDroid(vdroid,DORDER_REPAIR);
			if (getStructure(aaDef3,citPlayer) == NULLOBJECT)
			{		
				orderDroidStatsLoc(vdroid, DORDER_BUILD,aaDef3, 11584,12096);
			}
		}
	}
}


event targetFound(CALL_OBJ_SEEN, citPlayer, ref targetObj, ref viewerObj)
{
	if( (targetObj != NULLOBJECT ) and (isHumanPlayer(targetObj.player)) )
	{
		group = 0;
		if (targetObj.type == OBJ_DROID)
		{
			if (objToDroid(targetObj).droidType == DROID_REPAIR)
			{
				group = numGroups;
			}
		}
		while(group < numGroups)
		{
			//clarify target type here!
			if ( (targetObj.type == targetObjType[group]) and (targetObj.player != citPlayer) )
			{
				//store only if new one req'd
				if ((citadelObj[group] == NULLOBJECT) and (citadelCluster[group] == 0)  )
				{
					citadelCluster[group] = targetObj.clusterID;
					// clusterID can be 0 for droids - especially near start
					// when they havn't moved yet
					if (citadelCluster[group] != 0)
					{
						targetObj2 = targetInCluster(targetObj.clusterID, citPlayer);
					}
					else
					{
						targetObj2 = NULLOBJECT;
					}

					// if we've found a target, store it
					if (targetObj2 != NULLOBJECT)
					{
						citadelObj[group] = targetObj2;
						citadelCluster[group] = targetObj2.clusterID;
					}
				}
			}

			group = group + 1;
		}
	}
}


event clusterReset(CALL_CLUSTER_EMPTY, ref clusterID)
{
	group = 0;
	while (group < numGroups)
	{
		if (citadelCluster[group] == clusterID)
		{
			citadelObj[group] = NULLOBJECT;
			citadelCluster[group] = 0;
			group = numGroups;
		}
		group = group + 1;
	}
}


event nextTarget(every, 110)
{
	resetStructTargets();
	setStructTarIgnore(ST_WALL);
	count = 0;
	while (count < numPrefStruc)
	{
		setStructTarPref(prefStruc[count]);
		count = count + 1;
	}
	resetDroidTargets();
	count = 0;
	while (count < numPrefDroid)
	{
		setDroidTarPref(prefDroid[count]);
		count = count + 1;
	}

	group = 0;
	while (group < numGroups)
	{
		// if the current target has died find the next in the cluster
		if ((citadelObj[group] == NULLOBJECT) and (citadelCluster[group] != 0))
		{
			citadelObj[group] = targetInCluster(citadelCluster[group], citPlayer);
			if (citadelObj[group] == NULLOBJECT)
			{
				citadelCluster[group] = 0;
			}
		}

		group = group + 1;
	}
}

event nextTargetTwo(every, 65)
{
	group = 0;
	while (group < numGroups)
	{
		if ( (citadelObj[group] != NULLOBJECT) and (idleGroup(citadelGroup[group]) > (citadelGroup[group].members / 2))  )
		{
			orderGroupObj(citadelGroup[group], DORDER_ATTACK, citadelObj[group]);

		}

		group = group + 1;
	}
}


event stopVTOLs(every, 45)
{
	KeyObj = getStructure(Key, citPlayer);
	CitadelObj = getStructure(Citadel, citPlayer);
	if((CitadelObj == NULLOBJECT) and (KeyObj == NULLOBJECT))
	{		
		killStructsInArea(citPlayer, REF_REARM_PAD, 6720, 7104, 17344, 17984, TRUE, FALSE);
		killDroidsInArea(0, 0, 25600, 25600, citPlayer);
	}
}

Regards, whip :ninja:
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Re: "War School" - A Map / Mod W.I.P.

Post by XANAX »

sheesh O_o .. now I'm really glad.. I'm not coding xD
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Re: "War School" - A Map / Mod W.I.P.

Post by new paradigm leader »

nexus threatens all if it has ram stable memory and a CPU then you can bet nexus will have survived even if it took refuge in a single cyborg unit then the threat remains and if you watch the ending FMV then you realise the true winner was not the project it was nexus.. Nexus FTW!!!!! the aliens have not a chance in hell nexus cannot be eradicated ever it is too strong a program it will constantly copy itself and spread although maybe my interpretation of the end FMV was in accurate and rather than Nexus winning the Project became Nexus so they could be agressors? who knows novelistic ideas for the reaping may have to start up a draft
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Re: "War School" - A Map / Mod W.I.P.

Post by new paradigm leader »

although at least we kept the scavs in supply of goods in the western sector... we <3 scavs here at NP
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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

new paradigm leader wrote:nexus threatens all if it has ram stable memory and a CPU then you can bet nexus will have survived even if it took refuge in a single cyborg unit then the threat remains and if you watch the ending FMV then you realise the true winner was not the project it was nexus.. Nexus FTW!!!!! the aliens have not a chance in hell nexus cannot be eradicated ever it is too strong a program it will constantly copy itself and spread although maybe my interpretation of the end FMV was in accurate and rather than Nexus winning the Project became Nexus so they could be agressors? who knows novelistic ideas for the reaping may have to start up a draft
You have a clear and strong vision - you should spin a yarn about it. :D

Regards, whip :cool:
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Re: "War School" - A Map / Mod W.I.P.

Post by XANAX »

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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

Sweet ! Thank you XANAX. I'm looking forward to this in game. :)

I can see one thing I'm gonna have to resolve - folks are using different parts of the same resource and if I want it all in the same mod I'm gonna have to merge the resources into one.. For example - if person A is using part of page 6 textures and person B is using another part of page 6 .... well I can only use ONE page 6.... ergo, I have to merge... Not a biggie really, just involves more care and time to bring it all under one tent...

Regards, whip :cool:
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Re: "War School" - A Map / Mod W.I.P.

Post by XANAX »

whippersnapper wrote:Sweet ! Thank you XANAX. I'm looking forward to this in game. :)

Regards, whip :cool:
btw I think the ATV is like between scav and non-scav vehicles, so I'm gonna make a completely different scav factory upgrade .. thing :3
Image
but not this way it just seems to small for "heavy equipment" I'll also try adding your cargo container Idea into it some how

next comes the excavator
ek-scav-ator
lol xD
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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

XANAX wrote: btw I think the ATV is like between scav and non-scav vehicles, so I'm gonna make a completely different scav factory upgrade .. thing :3
Makes sense.
XANAX wrote: Image

but not this way it just seems to small for "heavy equipment"
Ah, you have a point there... But WZ scale is wacky.... like if you put those 50 gallon oil drums next to scav fortifications they look like they're 1000 gallon drums. O_o

XANAX wrote:
I'll also try adding your cargo container Idea into it some how

next comes the excavator
ek-scav-ator
lol xD
Oh boy... :)

"ek-scav-ator", lol. We could use more humor in this 'hood - it's a good thang all 'round, even "punster" wit. :D

Though, seriously, you can use that to name it in your files... without the "-"s though.... "ekScavAtor" or somethin'.

Regards, whip :ninja:
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Re: "War School" - A Map / Mod W.I.P.

Post by new paradigm leader »

ok what do you get if you add nexus and skynet....
some very dead robots
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Re: "War School" - A Map / Mod W.I.P.

Post by new paradigm leader »

ah but nexus is a truly beautiful thing. it can adapt to anything and absorb entire factions into itself a mean feat for anyone. so i think nexus deserves even a minor part in this one
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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

new paradigm leader wrote:ok what do you get if you add nexus and skynet....
some very dead robots
new paradigm leader wrote:ah but nexus is a truly beautiful thing. it can adapt to anything and absorb entire factions into itself a mean feat for anyone. so i think nexus deserves even a minor part in this one
"We are Borg. You will be assimilated. Resistance is futile."

-- Third of Five/Hugh, Star Trek: The Next Generation episode "I, Borg" (1992)
"Strength is irrelevant. Resistance is futile. We wish to improve ourselves. We will add your biological and technological distinctiveness to our own. Your culture will adapt to service ours."

-- The Borg, Star Trek: The Next Generation episode "The Best of Both Worlds" (1990)
The movie "Terminator" introduced "Skynet" in 1984 but many SciFi stories explored these very same plot tropes as early as 1953. In fact I'm certain James Cameron ripped "SkyNet" whole hog from one of my favorite story tellers - Harlan Ellison's 1963 short story "I Have No Mouth, and I Must Scream." (also made into a very cool DOS game in the 1990's). Indeed, Ellison sued Cameron and got an undisclosed settlement plus public credit after the initial movie release Then there are striking parallels with another of my favorite authors - Philip K. Dick and in particular his short story from 1953 called "Second Variety" - but, lucky for Cameron, Philip k. Dick was dead for a couple years before "Terminator" came out otherwise he probably would have had another law suit on his hands., And of course Pumpkin Studios in turn ripped "The Terminator" and "Road Warrior" movies for Warzone 2100..... Warzone 2100 was no big money maker so no law suits came up with it's story "nicking" (as the Brits would phrase it).....

While all those "rips" are mildly interesting as "creative cross-pollination", to put it in the best possible light.... the real challenge is contributing your own unique "spin" or "twist" with compelling insight and artistry on the basic, selfsame, plot trope. William Shakespeare "lifted" most of his plots from Plutarch's "Lives of the Noble Greeks and Romans" but he is still universally acknowledged as the greatest writer in the English language because what he brought to the table in towering artistry went well beyond the plots he lifted from Plutarch's "Lives". I have a sequence of stories written on the origins and evolution of Nexus where in I at least strive toward this last goal. You should give it a try. I find it a lot of fun. :D

Regards, whip :ninja:
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