Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Galemp on January 29, 2002, 09:21:00 pm

Title: Command a Cruiser
Post by: Galemp on January 29, 2002, 09:21:00 pm
Hello to the usual gang of idiots.
You know how you can order cruisers to 'attack my target' and 'depart?' What if you had it on the reinforcements list? Then you could have command of your own cruiser.
But let's take this further. What if, through skillful use of Sexps, you made the cruiser avaliable in a series of missions in a campaign? You could use events in previous missions to set initial hull strength, making it so the cruiser has 20% repairs done between missions, and full repairs if you don't use it for a mission.
I was pondering this because I wanted to use it in my Vasudan campaign...eventually. What do you guys think? Would it be worth the sexp work?

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"An evil mind is a constant comfort."
Revisit the Great War at The Freespace-Freespace 2 Port Project (//"http://www.angelfire.com/games4/freespace/")
Title: Command a Cruiser
Post by: vadar_1 on January 29, 2002, 10:29:00 pm
 
Quote
Originally posted by GalacticEmperor:
Hello to the usual gang of idiots.



Calling us idiots isn't a good way to start a post.
Title: Command a Cruiser
Post by: WMCoolmon on January 29, 2002, 10:43:00 pm
A VBB convert, probably...they have a hard problem adjusting to a useful environment...now, back on topic...


I dunno  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Title: Command a Cruiser
Post by: Red5 on January 29, 2002, 11:12:00 pm
 Better yet why not convert all the FS models into Startrek academy or Klingon academy game models, redo all the sounds, interfaces and Movies and make Freespace Academy, where u command Fenris to Orion class cruisers!
Title: Command a Cruiser
Post by: LAW ENFORCER on January 30, 2002, 12:57:00 am
Thats a really good idea!
Title: Command a Cruiser
Post by: CP5670 on January 30, 2002, 09:37:00 am
That sounds good, but it wouldn't really make much sense story-wise. If your rank is high enough to give direct orders to a cruiser captain, you would not be flying a fighter in the first place but would probably be sitting behind a desk. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Title: Command a Cruiser
Post by: Galemp on January 30, 2002, 10:17:00 am
Freespace 3: The Missing File!
-A misplaced account sheet leads the player into something far more sinister in the GTVA bureaucracy...

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"An evil mind is a constant comfort."
Revisit the Great War at The Freespace-Freespace 2 Port Project ("http://www.angelfire.com/games4/freespace/")
Title: Command a Cruiser
Post by: Ace on January 30, 2002, 10:18:00 am
You could always give the player an invisible fighter that's invunrible, change the HUD, and call it "The Command Interface"  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)

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Ace
Staff member FreeSpace Watch
 http://freespace.volitionwatch.com/ ("http://freespace.volitionwatch.com/")
Title: Command a Cruiser
Post by: Red5 on January 30, 2002, 10:46:00 am
 The great thing about the Klingon Academy game is that it uses 3dmax models like FS2's can be, and btw it is completely modable!!!! and the game already has fighters in it, like the klingon scout shuttle and the mythrial fighters... why not have someone join forces with http://www.3dap.com/klingonacademy/ ("http://www.3dap.com/klingonacademy/")  
and make a freespace academy mod??
Title: Command a Cruiser
Post by: Anaz on January 30, 2002, 12:43:00 pm
:up:

Red, If I had klingon acadamy, then I would be ready to help you, I wanna fly a deimos!!!
Title: Command a Cruiser
Post by: vadar_1 on January 30, 2002, 02:14:00 pm
Jeez, you guys know you can fly these things, but anything over a corvette (deimos is pushing it) would cause the game to crash, due to the damage report on all the turrets. But knock yourself out and fly that slow ******* .
Title: Command a Cruiser
Post by: Galemp on January 30, 2002, 09:43:00 pm
No no no no, I don't want you to be able to fly the cruiser, just be able to call it in as a reinforcement and give it a target to attack.

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"An evil mind is a constant comfort."
Revisit the Great War at The Freespace-Freespace 2 Port Project ("http://www.angelfire.com/games4/freespace/")
Title: Command a Cruiser
Post by: Red5 on January 30, 2002, 10:30:00 pm
 Well i for one want to see a Freespace Commander game, where u order crewmen to move ur cruiser/destroyer to attack other targets!!!
Title: Command a Cruiser
Post by: Kitsune on January 31, 2002, 01:48:00 am
Create some fighters in fred.
Make them into a wing.
Select the ships and edit them as a group, change them to deimos'.

Now you should be able to give the wing orders as per fighters would.
Title: Command a Cruiser
Post by: Galemp on January 31, 2002, 10:09:00 am
Have you tried it? Does it work?
I thought capship AI wasn't good enough to protect or disarm, only attack.

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"An evil mind is a constant comfort."
Revisit the Great War at The Freespace-Freespace 2 Port Project ("http://www.angelfire.com/games4/freespace/")
Title: Command a Cruiser
Post by: Tar-Palantir on February 05, 2002, 07:52:00 am
A FS, KA mod would be great, the one problem that I can see would be that FS ships move and turn a lot slower than Star Trek ships. Naturaly you could increase the turn rates etc of th FS ships but seeing an Orion turn rather rapidly makes me feel 'uneasy' (for want of a better term).

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'Honour the valiant who fall beneath your sword, but pity the warrior who slays all his foes.' - G'trok, in the poem lu geng

'Well, since the whole loaf won't be mine, I will settle for whatever slices fall my way.' - Mazrim Taim

Why not visit the Time of Change ("http://www.geocities.com/ackleyfarran/fsmain.html") website?
Title: Command a Cruiser
Post by: ZylonBane on February 05, 2002, 05:52:00 pm
 
Quote
Originally posted by vadar_1:
Calling us idiots isn't a good way to start a post.
Hey... idiot. "The usual gang of idiots" is how the staff ("http://www.collectmad.com/vivamad/person/eperson.htm") of MAD Magazine have refered to themselves for the last few decades or so. It's a "joke". Repeat after me... "j o k e".   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/rolleyes.gif)

BTW, I think that's a cool idea. Using SEXPs it's possible to make pretty much anything happen from the reinforcement menu. I once put a "Planetary Cannon Strike" in my reinforcements menu-- calling it caused a beam to appear to fire from a nearby planet.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

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ZylonBane's opinions do not represent those of the management.

[This message has been edited by ZylonBane (edited 02-05-2002).]
Title: Command a Cruiser
Post by: Anaz on February 05, 2002, 06:09:00 pm
j o k e

ok...whats next?
Title: Command a Cruiser
Post by: LtNarol on February 05, 2002, 06:36:00 pm
how did you do that zylon? the beam?

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158th Banshee Squadron http://3dactionplanet.com/hlp/hosted/the158th/ ("http://3dactionplanet.com/hlp/hosted/the158th/")  
Into the Night Campaign http://3dactionplanet.com/hlp/hosted/the158th/itn/ ("http://3dactionplanet.com/hlp/hosted/the158th/itn/")
Title: Command a Cruiser
Post by: Stryke 9 on February 05, 2002, 07:47:00 pm
I don't think he'd imagine you asked him how to do the insults.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

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Purveyor of spurious wisdom.
Title: Command a Cruiser
Post by: ZylonBane on February 05, 2002, 07:50:00 pm
Trigger it? Or create the visual effect?

The visual effect was easy... just put a beam cannon really far away in the vicinity of a background planet. Eh, here's the demo mission:
 http://home.att.net/~clay.h/zb_planetarycannon.fs2 ("http://home.att.net/~clay.h/zb_planetarycannon.fs2")

Check the reinforcements menu when you feel it to be, ahhh... appropriate.   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

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ZylonBane's opinions do not represent those of the management.

[This message has been edited by ZylonBane (edited 02-05-2002).]
Title: Command a Cruiser
Post by: Red5 on February 05, 2002, 11:41:00 pm
 klingon academy interface is so much like FS2!!! heres a pic... http://www.3dap.com/klingonacademy/images/modpics/s1/entnx4.jpg ("http://www.3dap.com/klingonacademy/images/modpics/s1/entnx4.jpg")  there is a viewing window of the attacker ship, a radar screen that can be changed from square to fs2 circle, and the weapon interface box is similar to fs2's!! just like fs2 you have unlimited weaponry like phasers and laser turrets, and you have limited weaponry like hornet missles and photon torpedoes!! For example say the GTC-Leviathon has 6 regular laser turrets, a beam turret and a fusion mortar cannon.  By simply specifying the lasers as main weapons that continually either computer or fire under your command, they fire just like FS2's AI.  By editing you can even group some of them together!! the Beam cannon can be set to have a recharge of say 15 seconds or more and can also be linked as a main cannon or fired separtly.  The fusion mortar can be limited say you only get 50 or 100, when you run out, you run out!!!

 whats great about it is the fact its like really being there in the game, you can increase photon beam power(freespace univ) and a voice will say "Powering up the forward beam cannon"  you can cut power to certain systems like the jump drive and sensor range and all kinds of stuff.  Its totally modable, any takers!!!  
Title: Command a Cruiser
Post by: ZylonBane on February 06, 2002, 02:45:00 am
 
Quote
Originally posted by Red5:
klingon academy interface is so much like FS2!!!
Ummm... I guess I don't see the similarity.
Title: Command a Cruiser
Post by: Red5 on February 06, 2002, 08:57:00 am
 They mod similar too!
Title: Command a Cruiser
Post by: LAW ENFORCER on February 07, 2002, 06:35:00 pm
Red5 seems to be in the MODing startrek games for Freespace2 mode... nice...