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General FreeSpace => FreeSpace Discussion => Topic started by: Solatar on November 17, 2002, 02:04:17 pm

Title: Hidden sexps?
Post by: Solatar on November 17, 2002, 02:04:17 pm
I know there are hidden sexps, like the grant-medal, and grant-promotion sexp, but are those it? I'm looking for a sexp that will let the player earn points for taging another fighter with a "paintball" gun. I then want the player to be able to view their score, and if possible, their wingmen and opponent's score in the debriefing. Is this possible?
Title: Hidden sexps?
Post by: vadar_1 on November 17, 2002, 02:31:03 pm
grant-medal
allow-ship
allow-weapon

I think thats its. Try doing a search.
Title: Hidden sexps?
Post by: StratComm on November 17, 2002, 02:47:13 pm
Is there a way to make supercaps dock?  It seems to be a restricted combination, but there should not be any real conflict, should there?
Title: Hidden sexps?
Post by: Solatar on November 17, 2002, 03:05:00 pm
Quote
Originally posted by vadar_1
grant-medal
allow-ship
allow-weapon

I think thats its. Try doing a search.


No, grant-promotion exists. It promotes the player to the next level. Yipee! I found another sexp!

Or not....:nervous:

EDIT: The second two you said aren't hidden. You can select them. I mean by hidden ones that you must type them in.

EDIT: That's a little OT, but I might as well help. Do supercaps even have dockpoints?
Title: Hidden sexps?
Post by: karajorma on November 17, 2002, 03:28:39 pm
Don`t forget End-Campaign.

Sure it's useless unless your campaign also ends with alpha 1 fleeing Capella but it is a hidden SEXP :)
Title: Hidden sexps?
Post by: aldo_14 on November 17, 2002, 03:30:50 pm
Check the Source code.
Title: Hidden sexps?
Post by: Solatar on November 17, 2002, 03:36:43 pm
End-campaign isn't hidden. it is under Change-
Title: Hidden sexps?
Post by: aldo_14 on November 17, 2002, 04:01:36 pm
Code: [Select]

OP_SEND_MESSAGE, 3, 3, },
{ "self-destruct", OP_SELF_DESTRUCT, 1, INT_MAX, },
{ "next-mission", OP_NEXT_MISSION, 1, 1, },
{ "end-campaign", OP_END_CAMPAIGN, 0, 0, },
{ "end-of-campaign", OP_END_OF_CAMPAIGN, 0, 0, },
{ "sabotage-subsystem", OP_SABOTAGE_SUBSYSTEM, 3, 3, },
{ "repair-subsystem", OP_REPAIR_SUBSYSTEM, 3, 3, },
{ "set-subsystem-strength", OP_SET_SUBSYSTEM_STRNGTH, 3, 3, },
{ "invalidate-goal", OP_INVALIDATE_GOAL, 1, INT_MAX, },
{ "validate-goal", OP_VALIDATE_GOAL, 1, INT_MAX, },
{ "send-random-message", OP_SEND_RANDOM_MESSAGE, 3, INT_MAX, },
{ "transfer-cargo", OP_TRANSFER_CARGO, 2, 2, },
{ "exchange-cargo", OP_EXCHANGE_CARGO, 2, 2, },
{ "end-misison-delay", OP_END_MISSION_DELAY, 1, 1, },
{ "good-rearm-time", OP_GOOD_REARM_TIME, 2, 2, },
{ "grant-promotion", OP_GRANT_PROMOTION, 0, 0, },
{ "grant-medal", OP_GRANT_MEDAL, 1, 1, },
{ "allow-ship", OP_ALLOW_SHIP, 1, 1, },
{ "allow-weapon", OP_ALLOW_WEAPON, 1, 1, },
{ "break-warp", OP_WARP_BROKEN, 1, INT_MAX, },
{ "fix-warp", OP_WARP_NOT_BROKEN, 1, INT_MAX, },
{ "never-warp", OP_WARP_NEVER, 1, INT_MAX, },
{ "allow-warp", OP_WARP_ALLOWED, 1, INT_MAX, },
{ "good-secondary-time", OP_GOOD_SECONDARY_TIME, 4, 4, },
{ "ship-invisible", OP_SHIP_INVISIBLE, 1, INT_MAX },
{ "ship-visible", OP_SHIP_VISIBLE, 1, INT_MAX },
{ "ship-invulnerable", OP_SHIP_INVULNERABLE, 1, INT_MAX },
{ "ship-vulnerable", OP_SHIP_VULNERABLE, 1, INT_MAX },
{ "red-alert", OP_RED_ALERT, 0, 0 },
{ "tech-add-ships", OP_TECH_ADD_SHIP, 1, INT_MAX },
{ "tech-add-weapons", OP_TECH_ADD_WEAPON, 1, INT_MAX },
{ "jettison-cargo-delay", OP_JETTISON_CARGO, 2, 2 },
{ "fire-beam", OP_BEAM_FIRE, 3, 4 },
{ "beam-free", OP_BEAM_FREE, 2, INT_MAX },
{ "beam-free-all", OP_BEAM_FREE_ALL, 1, 1 },
{ "beam-lock", OP_BEAM_LOCK, 2, INT_MAX },
{ "beam-lock-all", OP_BEAM_LOCK_ALL, 1, 1 },
{ "turret-free", OP_TURRET_FREE, 2, INT_MAX },
{ "turret-free-all", OP_TURRET_FREE_ALL, 1, 1 },
{ "turret-lock", OP_TURRET_LOCK, 2, INT_MAX },
{ "turret-lock-all", OP_TURRET_LOCK_ALL, 1, 1 },
{ "add-remove-escort", OP_ADD_REMOVE_ESCORT, 2, 2 },
{ "awacs-set-radius", OP_AWACS_SET_RADIUS, 3, 3 },
{ "send-message-list", OP_SEND_MESSAGE_LIST, 4, INT_MAX },
{ "cap-waypoint-speed", OP_CAP_WAYPOINT_SPEED, 2, 2 },
{ "ship-guardian", OP_SHIP_GUARDIAN, 1, INT_MAX },
{ "ship-no-guardian", OP_SHIP_NO_GUARDIAN, 1, INT_MAX },
{ "ship-vanish", OP_SHIP_VANISH, 1, INT_MAX },
{ "turret-tagged-only", OP_TURRET_TAGGED_ONLY_ALL, 1, 1 },
{ "turret-tagged-clear", OP_TURRET_TAGGED_CLEAR_ALL, 1, 1 },
{ "subsys-set-random", OP_SUBSYS_SET_RANDOM, 3, INT_MAX },
{ "supernova-start", OP_SUPERNOVA_START, 1, 1 },
{ "cargo-no-deplete", OP_CARGO_NO_DEPLETE, 1, 2 },

{ "error", OP_INT3, 0, 0 },

{ "ai-chase", OP_AI_CHASE, 2, 2, },
{ "ai-chase-wing", OP_AI_CHASE_WING, 2, 2, },
{ "ai-dock", OP_AI_DOCK, 4, 4, },
{ "ai-undock", OP_AI_UNDOCK, 1, 1, },
{ "ai-warp", OP_AI_WARP, 2, 2, },
{ "ai-warp-out", OP_AI_WARP_OUT, 1, 1, },
{ "ai-waypoints", OP_AI_WAYPOINTS, 2, 2, },
{ "ai-waypoints-once", OP_AI_WAYPOINTS_ONCE, 2, 2, },
{ "ai-destroy-subsystem", OP_AI_DESTROY_SUBSYS, 3, 3, },
{ "ai-disable-ship", OP_AI_DISABLE_SHIP, 2, 2, },
{ "ai-disarm-ship", OP_AI_DISARM_SHIP, 2, 2, },
{ "ai-guard", OP_AI_GUARD, 2, 2, },
{ "ai-chase-any", OP_AI_CHASE_ANY, 1, 1, },
{ "ai-guard-wing", OP_AI_GUARD_WING, 2, 2, },
{ "ai-evade-ship", OP_AI_EVADE_SHIP, 2, 2, },
{ "ai-stay-near-ship", OP_AI_STAY_NEAR_SHIP, 2, 2, },
{ "ai-keep-safe-distance", OP_AI_KEEP_SAFE_DISTANCE, 1, 1, },
{ "ai-ignore", OP_AI_IGNORE, 2, 2, },
{ "ai-stay-still", OP_AI_STAY_STILL, 2, 2, },
{ "ai-play-dead", OP_AI_PLAY_DEAD, 1, 1, },

{ "goals", OP_GOALS_ID, 1, INT_MAX, },

{ "key-pressed", OP_KEY_PRESSED, 1, 2, },
{ "key-reset", OP_KEY_RESET, 1, INT_MAX, },
{ "targeted", OP_TARGETED, 1, 3, },
{ "speed", OP_SPEED, 1, 1, },
{ "facing", OP_FACING, 2, 2, },
{ "facing-waypoint", OP_FACING2, 2, 2, },
{ "order", OP_ORDER, 2, 2, },
{ "waypoint-missed", OP_WAYPOINT_MISSED, 0, 0, },
{ "waypoint-twice", OP_WAYPOINT_TWICE, 0, 0, },
{ "path-flown", OP_PATH_FLOWN, 0, 0, },
{ "training-msg", OP_TRAINING_MSG, 1, 4, },
{ "flash-hud-gauge", OP_FLASH_HUD_GAUGE, 1, 1, },
{ "special-check", OP_SPECIAL_CHECK, 1, 1, },
{ "secondaries-depleted", OP_SECONDARIES_DEPLETED, 1, 1, },

{ "set-training-context-fly-path", OP_SET_TRAINING_CONTEXT_FLY_PATH, 2, 2, },
{ "set-training-context-speed", OP_SET_TRAINING_CONTEXT_SPEED, 2, 2, },
};



Howzat?
Title: Hidden sexps?
Post by: Solatar on November 17, 2002, 04:48:45 pm
Perfect, thanx aldo. Looks like Grant-medal and grant-promotion are the only two ones that don't appear in FRED2.
Title: Hidden sexps?
Post by: Black Wolf on November 17, 2002, 06:31:07 pm
send-message-list, or have I been typing it in all this time for no reason?
Title: Hidden sexps?
Post by: Solatar on November 17, 2002, 06:33:35 pm
You've been typing it in all this time for no reason:D
it also, is under ChangeĀ»
Title: Hidden sexps?
Post by: StratComm on November 17, 2002, 07:12:44 pm
Quote
Originally posted by Hades
EDIT: That's a little OT, but I might as well help. Do supercaps even have dockpoints?


Well, I don't know about the Colossus, but the Sathanas has them, as does my Archangel.  As far as I can figure, telling a supercap to dock (not something to dock with a supercap, that works) is prohibited in FRED.  It just isn't an option.  The same goes for "Capital" (Destroyer) ships as well.

EDIT: and I guess that is sensible, except that I want my Archangel to dock with it's drydock.
Title: Hidden sexps?
Post by: karajorma on November 17, 2002, 07:41:13 pm
Quote
Originally posted by Hades
End-campaign isn't hidden. it is under Change-


What do you know :) I`ve never noticed it there. I guess it's so useless I never paid it any attention :)
Title: Hidden sexps?
Post by: Solatar on November 17, 2002, 07:56:05 pm
I was looking real hard for sexps, and found some many I hadn't noticed it wasn't funny.
Title: Hidden sexps?
Post by: CP5670 on November 17, 2002, 09:20:40 pm
Here are the ones I remember:
grant-medal
grant-promotion
allow-ship
allow-weapon
tech-add-ships
tech-add-weapons

As to your original objective, this can probably be accomplished with some clever work with the existing sexps. Make your weapon a tag-like thing with a very short tag time, use a chained has-been-tagged-delay that fires when the ship is tagged, and have that event add on score every time.
Title: Hidden sexps?
Post by: karajorma on November 18, 2002, 03:30:07 am
Quote
Originally posted by CP5670
Here are the ones I remember:
grant-medal
grant-promotion
allow-ship
allow-weapon
tech-add-ships
tech-add-weapons


Allow-ship and Allow-weapon aren`t hidden. They are on the change menu. It's one thing to miss them off cause you don`t notice them in FRED but it's a whole other thing to miss that Hades has already said that it isn`t hidden on this thread :D
Title: Hidden sexps?
Post by: Solatar on November 18, 2002, 05:23:33 am
The weapon is already a TAG weapon, although it is primary. I could keep score, but how to make the player able to view it?
Title: Hidden sexps?
Post by: vyper on November 18, 2002, 08:44:16 am
Can't you input ur own integer variables in fred? Use a simple:
i=0
if tagged, i=i+1
Title: Hidden sexps?
Post by: CP5670 on November 18, 2002, 09:45:24 am
Quote
Allow-ship and Allow-weapon aren`t hidden. They are on the change menu. It's one thing to miss them off cause you don`t notice them in FRED but it's a whole other thing to miss that Hades has already said that it isn`t hidden on this thread


lol :p I should really the thread before posting...

Quote
The weapon is already a TAG weapon, although it is primary. I could keep score, but how to make the player able to view it?


I think the singleplayer stats screen does not show the mission score for some reason, but you might be able to do it in the mission itself by playing around with the training commands. Maybe you can display a message with the score every time the score reaches a certain value...
Title: Hidden sexps?
Post by: Goober5000 on November 18, 2002, 03:10:32 pm
Did the SCP ever implement the end-mission SEXP?  I'm too lazy to check... :nervous:
Title: Hidden sexps?
Post by: Solatar on November 18, 2002, 04:08:05 pm
Nope, no end-mission sexp. This would help when the fifteen minute game is over. Anybody think fifteen minutes is a bad amount of time? It isn't too long, but it is short enough that you can hop in and finish a game while waiting for something.
Title: Hidden sexps?
Post by: Goober5000 on November 18, 2002, 04:22:46 pm
It's a good amount of time.  But I especially want the end-mission sexp for the T-V war and UW campaigns.  Remember that fighters didn't even have intrasystem drives until past the midpoint of the T-V war (at least).  They were ferried everywhere by carriers.

This means that without an end-mission SEXP we'll have to do some crazy SEXP fiddling in every mission in order to get ships to exit into the fighterbay. :(
Title: Hidden sexps?
Post by: Solatar on November 18, 2002, 04:46:07 pm
Also don't forget, in the Unificatin War, the Faustus was a high end military cruiser, used for research, AND combat. They carried two fighters.
Title: Hidden sexps?
Post by: Goober5000 on November 18, 2002, 05:04:17 pm
What does that have to do with this thread?

But while we're on the topic, yes, I am thinking of the Faustus in the same way. :nod: In fact, it figures significantly in my storyline of the UW (which is progressing nicely - still not done, but much headway has been made :)).  It's a high-end cruiser, very expensive, and only used by the UNE and it's colonies, because that's the only faction which can afford them.

Except the Faustus is not a military cruiser.  The FS tech DB says that it is a civilian design, and as such, it should be devoted to research only, not combat.
Title: Hidden sexps?
Post by: Solatar on November 18, 2002, 05:20:15 pm
Wellm I guess tha GTFg Atropis will be our main combat ship.
Title: Hidden sexps?
Post by: Goober5000 on November 18, 2002, 05:48:31 pm
Yeah, that's what I was thinking.

Clarify: does the Atropis or the Sovereign come first?  I assume that one is used during the UW, and the other is an upgrade that is rolled out just in time for the TVW.
Title: Hidden sexps?
Post by: Solatar on November 18, 2002, 07:15:59 pm
Atropis is in the UW, Sovereign is like the Leviathan in fs1, powerful, great, but not many in service until later in the war.
Title: Hidden sexps?
Post by: EdrickV on November 18, 2002, 09:59:20 pm
The "hidden" SEXPs:
Code: [Select]

#ifdef NDEBUG
switch (Operators[i].value) {
case OP_WAS_PROMOTION_GRANTED:
case OP_WAS_MEDAL_GRANTED:
case OP_GRANT_PROMOTION:
case OP_GRANT_MEDAL:
case OP_TECH_ADD_SHIP:
case OP_TECH_ADD_WEAPON:
j = Num_op_menus;  // don't allow these operators in final release
}
#endif