Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Joey_21 on September 01, 2001, 12:05:00 pm
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This is frustrating! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/mad.gif) I made a mission with my new RBC. There's two of them placed. I put "LupercusBeam" on the first cannon and "UltraAntiCap" on the second. The 1st cannon is triggered to fire whenever the first wave of cruisers come in. Ok, so it's freed. But what's this?! CANNON 1 IS FIRING ULTRAANTICAP!!! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/mad.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/mad.gif) I opened up the mission in wordpad to make sure that the turrets had the correct cannons (since FRED2 sometimes ignores that data). I changed up the mission in Wordpad and tried again. It still has UltraAntiCap. When the second RBC is activated, it fires UltraAntiCap like it should. The problem is in RBC1. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/mad.gif) It's important that it fires the LupercusBeam because we're trying to focus a little bit of energy at a time on smaller vessels.
I've tried and tried and I don't know what else to do.
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Originally posted by Joey_21:
This is frustrating! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/mad.gif) I made a mission with my new RBC. There's two of them placed. I put "LupercusBeam" on the first cannon and "UltraAntiCap" on the second. The 1st cannon is triggered to fire whenever the first wave of cruisers come in. Ok, so it's freed. But what's this?! CANNON 1 IS FIRING ULTRAANTICAP!!! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/mad.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/mad.gif) I opened up the mission in wordpad to make sure that the turrets had the correct cannons (since FRED2 sometimes ignores that data). I changed up the mission in Wordpad and tried again. It still has UltraAntiCap. When the second RBC is activated, it fires UltraAntiCap like it should. The problem is in RBC1. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/mad.gif) It's important that it fires the LupercusBeam because we're trying to focus a little bit of energy at a time on smaller vessels.
I've tried and tried and I don't know what else to do.
I've had that prob it is simple to fix, some times the turret one is not that turret I had this same thing with a Shivan ship. All you need to is look at the ship in VPviue and look at the turret list then click on the turret that is marked as 0 then look fore the line that is on the modle and then you do this agen till you find the one you whant.
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(http://dynamic.gamespy.com/~freespace/ubb/noncgi/confused.gif) huh? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/confused.gif)
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I've seen something similar in FS1, and here's the conclusion I came to.
I set up two Orions to fight each other, but one to have the Shivan Super Laser (rebel faction using Shivan tech). Well when I started the mission, BOTH Orions shot at each other with Super Lasers... and from the same turrets I gave to the rebel Orion.
What I figured is that when you assign special weapons to a ship, the game applies that same turret info to all ships of that class. I don't know why, but that's the conclusion I came to.
My solution: create two entries in the ships.tbl. One for each of the different turret configs.
Joe.
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www.joek.com ("http://www.joek.com/")
Revelations: A FS2 Campaign ("http://www.joek.com/other/freespace/")
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You know, that sucks. Really.
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Originally posted by StarGunner:
Originally posted by Joey_21:
This is frustrating! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/mad.gif) I made a mission with my new RBC. There's two of them placed. I put "LupercusBeam" on the first cannon and "UltraAntiCap" on the second. The 1st cannon is triggered to fire whenever the first wave of cruisers come in. Ok, so it's freed. But what's this?! CANNON 1 IS FIRING ULTRAANTICAP!!! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/mad.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/mad.gif) I opened up the mission in wordpad to make sure that the turrets had the correct cannons (since FRED2 sometimes ignores that data). I changed up the mission in Wordpad and tried again. It still has UltraAntiCap. When the second RBC is activated, it fires UltraAntiCap like it should. The problem is in RBC1. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/mad.gif) It's important that it fires the LupercusBeam because we're trying to focus a little bit of energy at a time on smaller vessels.
I've tried and tried and I don't know what else to do.
I've had that prob it is simple to fix, some times the turret one is not that turret I had this same thing with a Shivan ship. All you need to is look at the ship in VPviue and look at the turret list then click on the turret that is marked as 0 then look fore the line that is on the modle and then you do this agen till you find the one you whant.
[/B]
There is no Turret called 0 it's 01 turret02 turret03 etc....And you don't make any sence and besides his model is not in a VP it's a self made model.....
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SOC Inferno,
can you defeat
the shivans?
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iqc 102628858
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Originally posted by darkage:
There is no Turret called 0 it's 01 turret02 turret03 etc....And you don't make any sence and besides his model is not in a VP it's a self made model.....
I ment Modle viue!
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Originally posted by joek:
What I figured is that when you assign special weapons to a ship, the game applies that same turret info to all ships of that class. I don't know why, but that's the conclusion I came to.
It's not a bug, it's an 'undocumented feature'. Gah.
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All the more reson to have a cool mod like mine, where terrans and terrans fight in diffrent ships
I had that problem once two alous, whatever, one was supposed to be anti-fighter one anti-cap......... guess what!
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Originally posted by joek:
My solution: create two entries in the ships.tbl. One for each of the different turret configs.
Ok thanks. I'll do this. Even though it's very unconvenient for us modders. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
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Originally posted by StarGunner:
I ment Modle viue!
I know i am not stupid but his model is not in a VP file and the turret stuff i was talking about IS IN model view!!
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(http://www.contrabandent.com/pez1/ups/kamikaze/smilie_laser.gif)
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[email protected] Staff member of
SOC Inferno,
can you defeat
the shivans?
Soc Inferno
Project Rebellion ("http://www.avengershome.co.uk/rebellionhtml/")
Gost of the past ("http://www.gotp.f2s.com/")
iqc 102628858
[This message has been edited by darkage (edited 09-02-2001).]
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Originally posted by darkage:
I know i am stupid!!
Can't argue with that...
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-Director of the staff of Hidden Terror. ("http://www.hiddenterror.f2s.com")
-Fleet Admiral of The Ancients Armada ("http://ancientsarmada.cjb.net/")
The fear always controls our attitude, let us fear no more!
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Originally posted by RKIF-DragonClaw:
Can't argue with that...
That works on you too...
Make fun of me buddy darkage... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
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Originally posted by RKIF-DragonClaw:
Can't argue with that...
Sh!t thats not what i was ment to say sh!t sh!t sh!t....DC Snipes please shedup (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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(http://www.contrabandent.com/pez1/ups/kamikaze/smilie_laser.gif)
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[email protected] Staff member of
SOC Inferno,
can you defeat
the shivans?
Soc Inferno
Project Rebellion ("http://www.avengershome.co.uk/rebellionhtml/")
Gost of the past ("http://www.gotp.f2s.com/")
iqc 102628858