Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: diamondgeezer on December 13, 2002, 01:19:37 pm

Title: red-alert
Post by: diamondgeezer on December 13, 2002, 01:19:37 pm
Right. In the first mission, the ships I want to carry over are tagged "red alert carry status". In the second mission, the "Red Alert" box is checked. The first mission finishes with a red alert, and takes you to the red-alert briefing screen of the second mission. Sounds good, yes?

Question: Why don't the ships carry their status over?

Am I missing something fundamental, here?

[EDIT] Ah - is it cos the player warps out last? The other ships all jump out first... hmm... this could be a problem...
Title: red-alert
Post by: Sesquipedalian on December 13, 2002, 02:33:00 pm
Yes it is, dg.  My workaround is this:

1) Have duplicate ships arrive shortly before the departure in the first mission, use set-subsystem-strength to give the duplicate ships all the same stats as the originals.  Let the originals depart, and leave the duplicates sitting in invisible mode somewhere off far away.

2) In the second mission, reverse the process.  You can have the duplicate ships from mission one exist for only a moment and then ship-vanish them after recording the relevant ship stats in variables.  Then whenever the original ships from the first mission arrive, apply the values in the variables to them.

A pain to do it all, but it works.  Also, naming ships with high-ASCII characters works well in this situation.
Title: red-alert
Post by: diamondgeezer on December 13, 2002, 02:37:55 pm
I have a headache, and I'm offcially going to be instead of FREDding. Ithankyou.