Modding, Mission Design, and Coding > The FRED Workshop

How to have a wing jump in missing a ship?

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Shivan Hunter:
Say I want Virgo wing to jump in, but - based on the result of some FRED logic/variables - a ship (say Virgo 3) may or may not be alive. Is there any way to have Virgo 1, 2 and 4 jump in, but not 3?

I could disband the wing and treat them all separately. But I'd like to have a proper wing if possible.

Colonol Dekker:
I think it's based on campaign persistence.  Worth a wiki search?

0rph3u5:
The Ship-vanish SEXP should work on arrival - it deletes a ship from the mission without any record. I think it works pre-arrival too, but don't quote me on that.

EDIT: you can use another SEXP to make sure the dead ship doesnt get warp-in (hold for name set-arrival-info)

EDIT 2 - now with links
https://wiki.hard-light.net/index.php/Ship-vanish
https://wiki.hard-light.net/index.php/SCP_SEXPs#set-arrival-info

Shivan Hunter:
Hmmmmm.

Ship-vanish does nothing before the ship shows up.

Set-arrival-info seems to be ignored if set on an individual ship in a wing (since FS uses the wing's arrival info instead).

Ship-vanish when it arrives "works"... but its subspace thingy still shows up, and I'd rather it not.

[EDIT] Changing the ship's class before it arrives works... hmm. Using a dummy pof (a copy of the Maahes) with the bounding box spoofed to be extremely smol (FSO doesn't even whine about it lmao) hides the subspace portal perfectly well. :D

[EDIT] big "Train is a hat" energy itt

Mobius:
What you're describing perfectly matches an occurrence featured in SR's next release. It even happens multiple times during a mission, meaning that wave 2 may not have, let's say, Delta 3 and wave 3 will remove Delta 3 as well as other craft that are no longer required to jump in later on.

Though leaving it as a proper wing seems to work with the tweaks you just proposed, I'd sincerely go with disbanding the wing and managing each craft separately (that's what I've done in my case, at least). Separate objects seem to work just fine with checkpoint-related SEXPs too, meaning that craft no longer required to arrive after a checkpoint will not be spawned at all.

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