Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: TopAce on August 17, 2003, 11:22:58 am

Title: Mission ends in hangar
Post by: TopAce on August 17, 2003, 11:22:58 am
The thread title tells everything ... I guess it is not implemeted in FS_open yet. Something similiar to XWA would be good and valuable when the player is scrambled from his command ship, and they have to return to the hangar once the mission is finished. In this case, may they not do subspace jump anyway!
Title: Mission ends in hangar
Post by: Solatar on August 17, 2003, 11:35:00 am
Distance sexp coupled with an end-mission one does just fine.
Title: Mission ends in hangar
Post by: LAW ENFORCER on August 17, 2003, 03:12:10 pm
yeah that works

In the future I want to be able to end mission with a dock complete - I dont think fighters can dock with caps yet can they?
Title: Mission ends in hangar
Post by: TopAce on August 17, 2003, 03:16:33 pm
Quote
Originally posted by Solatar
Distance sexp coupled with an end-mission one does just fine.


You can even say all ships to fire its beams event by event, but beam-free-all is simplier once than having 100 fire-beams. The situation is the same here ... simplier, and the community would be happy to have a thing like this.
Title: Mission ends in hangar
Post by: phreak on August 17, 2003, 03:23:32 pm
whatchu talkin' about willis? :wtf:
Title: Mission ends in hangar
Post by: Flipside on August 17, 2003, 03:29:03 pm
I think TopAce means he wants ALL fighters in the mission to enter the main hanger on a destroyer not just the players, but I thought most of this can be done in Fred by setting the departure options to the Hangar bay of the ship you want them to dock with?

Flipside :)
Title: Mission ends in hangar
Post by: karajorma on August 17, 2003, 03:29:39 pm
It's simpler for you but it would be a complete ***** to code for the programmers. It's just not worth it.
Title: Mission ends in hangar
Post by: TopAce on August 17, 2003, 03:33:06 pm
I just want the player to fly into the hangar, dock, and end the mission. It would be great to see as how your fighter is docked in the gigantic destroyer.
Title: Mission ends in hangar
Post by: karajorma on August 17, 2003, 03:36:45 pm
So use the SEXP's to do it. It's even easier if the ship is stationary. One Waypoint and one distance from event will do it.
Title: Mission ends in hangar
Post by: LAW ENFORCER on August 17, 2003, 03:39:03 pm
I want to be able to actualy DOCK with a ship? have you got that working yet?
Title: Mission ends in hangar
Post by: TopAce on August 17, 2003, 03:40:58 pm
OK, it looks like discussing here is rather impossible than winning the lottery every week. :D
OK, let's make it simplier, the simpliest:
Why cannot the player end the mission in the hangar than the Ai does when it has the 'Departure point' as docking bay, and the destination as a capital ship?
Title: Mission ends in hangar
Post by: Goober5000 on August 17, 2003, 04:17:34 pm
It can, and it's as simple as adding one sexp per mission.  Hardly the 100 fire-beams that you compared it to. :rolleyes:
Code: [Select]
when
-- <
---- distance-ship-subsystem
------ Alpha 1
------ GTD Orion 1
------ fighterbay
---- 50
-- end-mission
When the TVWP releases its training mission demo (hopefully soon) you'll get to see much of the new SCP stuff (including this) in action.


EDIT:
Quote
Originally posted by TopAce
It would be great to see as how your fighter is docked in the gigantic destroyer.
If you're talking about viewing the inside of the hangar while the ship is launched or picked up, like X-Wing or TIE Fighter, this is not something you can do with code. :wtf: Someone would have to make an entirely new model or create a cutscene.
Title: Mission ends in hangar
Post by: TrashMan on August 17, 2003, 05:17:14 pm
What I would like to see is a jump like in X-Wing Alliance.....
You jump out and the battle still goes on... You jump back and half of the enemys are dead allready...
That would really be cool...
Title: Mission ends in hangar
Post by: LAW ENFORCER on August 17, 2003, 05:19:51 pm
What about pressing a key and your fighter (any ship you fly) docks with your target (if they let you - fred thing)????


hummm???

flying into a hangar isn't the quiet the effect I want....
Title: Mission ends in hangar
Post by: Black Wolf on August 17, 2003, 10:25:49 pm
Quote
Originally posted by Goober5000
:
Code: [Select]
when
-- <
---- distance-ship-subsystem
------ Alpha 1
------ GTD Orion 1
------ fighterbay
---- 50
-- end-mission
[/B]


Has anybody successfully gotten thisd to work with a Hecate? I can't get mine to recognize fighterbay as a subsystem, and its not in the pull down list.
Title: Mission ends in hangar
Post by: diamondgeezer on August 17, 2003, 11:56:46 pm
Try triangulating the position using the distances from three other subsystems
Title: Mission ends in hangar
Post by: Goober5000 on August 18, 2003, 12:14:13 am
Quote
Originally posted by Black Wolf
Has anybody successfully gotten thisd to work with a Hecate? I can't get mine to recognize fighterbay as a subsystem, and its not in the pull down list.


Be careful to put the ships in the right order in the sexp.  FRED might think you mean to look for a fighterbay on the fighter.  Try switching Alpha 1 and the Hecate.