Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: J3Vr6 on May 05, 2003, 06:49:41 pm
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Alright, bare with me as I've recently broken my hand and can only type with one. I opened up fred2 for the first time and designed something just to see a beam fight and purdy explosions, using fred2_open3_5_3. I am extremely wet behind the ears, but I seem to have a problem and can't find the solution in karajomas walkthru, the help, or searching here. Two problems:
1. In ship editor, I set my wings of ursa's to have maxim cannons and loaded with helios. When I load the mission and get to the loadout screen, the ursa wings either don't have any weapons or they have completely different ones (like subachs and trebuchets). I know they can have the loadout cuz I can select them in mission weapons screen. Why isn't it coming out from Fred2? I know someone asked this before but I couldn't find it.
2. I have those Ursa's (2 wings, 2 ships each, # of waves: 3, threshold: 0) and herc2's (2 wings, 2 ships each, # of waves: 3, threshold 0) arriving and departing from an orion. I also have 2 molochs in the mission, one with 2 wings (4 ships each, 1 wave) and the other with a single wing (4 ships, 1 wave). The ships are set to depart when a good-guy freighter who comes in later is either destroyed or departed.
Here's the problem. When I go to save, it beeps and tells me that X wing requires a valid departure target. I go back to wing editor and see that one of the orion wings suddenly lost its docking target under Departure. I set it back to the orion and cycle thru the wings (using Next). When I get back to that wing, the departure target is missing again. If I get that wing to finally save to orion, one of the moloch wings suddenly loses its departure target. It seems like its always the next wing who loses its departure target when one gets designated (doesn't matter if they're departing to the same ship or not. Any idea why?
A little background:
2 Moloch class and 2 cains are camping in either side of a jump node. I have it set up that an orion will jump in from the node and go to a waypoint a ways off. the 2 molochs and cains then begin to move along side the orion to waypoints that are on either side of the waypoint the orion was going to. A few seconds from arriving, bombers and escorts pump out of the bays of the orion and molochs to take each other out. Once the orion gets to that waypoint, a Leviathan and Triton will warp in from the opposite side of the node and head to the jump node, warping out when it gets there. The orion will then turn around and head back to the jump node and warp out (consider this story: the shivans have overrun a system and guard the only entry or exit into that system. Unfortunately, a freighter and its escort carrying important stuff got left behind in the system. An orion jumps in to lead the camping shivans away til the freighter and leviathan can jump in and jump out thru the node). The fighters and bombers will depart when the freighter has either been destroyed or departed.
Thanx guys. I give myself a scooby snack just cuz I typed that all with one finger.
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Alright, bare with me as I've recently broken my hand and can only type with one.
ouch...
I remember my spacebar was once broken many years ago so on the VBB I used underscores instead of spaces for a week or so, which made all my posts look really stupid. :p :D
1. In ship editor, I set my wings of ursa's to have maxim cannons and loaded with helios. When I load the mission and get to the loadout screen, the ursa wings either don't have any weapons or they have completely different ones (like subachs and trebuchets). I know they can have the loadout cuz I can select them in mission weapons screen. Why isn't it coming out from Fred2? I know someone asked this before but I couldn't find it.
If this mission is in a campaign, you need to select the appropriate stuff in the campaign editor's starting ships/weapons area for it to appear correctly. The other thing that sometimes causes this is inconsistencies in the player file and the tables, which can occur if you have played this mission before under the same pilot and then changed something major in the tables.
Here's the problem. When I go to save, it beeps and tells me that X wing requires a valid departure target. I go back to wing editor and see that one of the orion wings suddenly lost its docking target under Departure. I set it back to the orion and cycle thru the wings (using Next). When I get back to that wing, the departure target is missing again. If I get that wing to finally save to orion, one of the moloch wings suddenly loses its departure target. It seems like its always the next wing who loses its departure target when one gets designated (doesn't matter if they're departing to the same ship or not. Any idea why?
oh the departure target thing is a known bug in FRED2 that has been around since FS2's release. After you select a departure target, you need to click somewhere else in the wing editor before changing to another wing for the editor to recognize the change or it will not register. In addition to this, the departure targets frequently get deleted if you change any other properties of the wing after setting the target, so you need to double-check that whenever you change something (although the editor will warn you if they are missing upon saving the mission).
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Ok, thanx CP5670. I appreciate your advice, unfortunately both suggestions don't seem to help me.
1. Weapon problem: The mission is just that: a single player mission. I have no idea where you select that and just assumed its by default. But I did as I suggested and went to the campaign editor and selected all the weapons to be available. I played the mission again and the weapons still didn't show up. I haven't touched any tables and have tried different players, but it still doesn't seem to like me. Any other suggestions, please?
2. Wing departure problem: That seems to work for the first time and then I save it, but if I ever go back to the wing editor beta wing always loses its departure target to the Orion. I hadn't changed anything to the wings or ships, so I don't think that's the problem. I tried reducing all the orion wings to 1 wave (just in case there's some sort of max limit the orion can carry), but that still didn't work. What else am I doing wrong?
Thanks for the help.
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Originally posted by J3Vr6
Ok, thanx CP5670. I appreciate your advice, unfortunately both suggestions don't seem to help me.
1. Weapon problem: The mission is just that: a single player mission. I have no idea where you select that and just assumed its by default. But I did as I suggested and went to the campaign editor and selected all the weapons to be available. I played the mission again and the weapons still didn't show up. I haven't touched any tables and have tried different players, but it still doesn't seem to like me. Any other suggestions, please?
Are you using FS2_open? 3.5 had a problem with ships losing weapons and ending up with empty slots. This was fixed in 3.5.1 or 3.5.3.
As for the depature cues set them to hyperspace out until you've finished making the mission and then set them back to the Orion as the last thing you do. That might work but I'm giving no guarentees cause this has never happened to me.
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Thanx Karajorma. I was using the release with the splash screen. I know it's 3.5 or higher (I'm at work now so I can't peek). I d/led the latest release from the scp bug contest that Goober provided and will test it when I get home. But now that you mentioned that, I seem 2 remember that issue.
I tried doing what you said, about setting the departure to docking 2 orion when I'm done with everything and saved it. It didn't beep me about beta, so I tried running the mission. It either freezes the entire comp (not even ctrl alt del works) at loading (when it would get to the very end of the status bar) or would crash in the middle of the mission to windows. I went back into fred and saw once again beta was missing its departure.
Could the disapearing departing docking target have to do with a sexp I configureed wrong or something? I would think they're independant of each other (ie. jusdt cuz I did a sexp wrong, the docking target shouldnt be affected and vice versa). I think all my events and departure sexps are ok, though.
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I noticed that the departure target usually gets removed from the Wings editor when you select/view a ship of that wing in the Ships editor. Don't do it. Make setting the departure target the last thing when you edit something with the Wings/Ships editors and it should work fine.
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Thanks, guys. It looks like it's working now. I haven't tested the mission extensively, but it didn't crash and the weapons show up. They even dock now, which is good.
With goober's latest release I lost the glows, but I kind of knew that was gonna happen cuz of Bobbou's stuff being left out.