Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Arnav on June 03, 2001, 07:41:00 am
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Okay I feel really stupid asking this:
I was stringing together the first six missions of TS for testing as a campaign unit - so I went to the campaign editor (which I've never used), figured it out, and put them together using proper links with goals completed etc. Then I play the first mission, then the problems start:
1) I have 9% health, but I'd set Alpha1 at 62%. The mission is a red-alert one, so I change it to a normal one. Fine, 62% health. but...
2) I find I have no weapons/missiles available to use in-mission! So I play the mission after moving the .FC2 file. Weapons are back.
What am I doing wrong? I checked all the ships and weapons in the campaign editor as being "available".
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- Arnav Manchanda
ICQ: 6228797
Creator of Technological Superiority: http://www.3dap.com/hlp/hosted/techsup (//"http://www.3dap.com/hlp/techsup")
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First mission should NEVER be a red-alert one.
Red-alert missions are for missions that take stats out of previous missions, in this case your first mission was taking stats out of a previous mission which didn't exist. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)
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-Director of the staff of Hidden Terror. ("http://hiddenterror.cjb.net")
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And if you were saying that the first mission was fine but the second had problems, then here's the problem...
I'm not sure but I think it subtracts the remaining hull from 62%, like it would subtract 38% hull from your last mission... hmmm horrible theory, but still...
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Do a scramble then, not RA.
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Depending on the nature of the mission, you might want to set the player's arrival to several seconds after the mission starts.
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