Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Carl on March 06, 2004, 06:47:48 pm
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You know how in some missions there are 2 or more nodes? well, i was think that maybe it would be cool to have your fighter go to one, then use the intra system drive to warp to the other. just a thought.
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I think that could be handled via a new sexp. Something like
Teleport player to
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A modified version of that thing could be used for WCS too to simulate a wcish waypoint system.
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something I'd like to do one day is give some controle over the subspace drive, giveing you the option of makeing some relitive position jumpwould be usefull if you need to make a quick getaway, or that ship off in the distance is getting pounded, also alow mission designers to give you optional jumpout coordanants wich would be a good way to alow mission selection (as opposed to the SOC loop thingy)
so you would have a menu of choices if you used lets say ctrl j, be like, 'make relitive jump' (you then are promted to enter 3 sets of coords, reletive jumps would need to have some sort of ballence, like it depleteing all of your energy reserves or something), 'jump to predefined coordanants' (wich would include homebase (same as hitting alt-j) and anyhting the mission designer would want to add (this would promt the loading of a diferent mission))
no idea how to implement any of that, but I would like to have that one day
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I think it would be cool to have a Freespace 2 Freelancer. Where you can visit Arcadia's in random GTVA systems and stuff...
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THe problem is I dont think it is possible to jump like that. All of the nodes are tunnels that lead to other ends. You can only come out of the node at its opposite end. Lets say you were in Polaris, where both Regulus and Sirius jump nodes meet. If you jumped into one end of the Sirius jump node, you would come out the other end of the Sirius node, not the same end within the Polaris system of Regulus node. It isnt like you enter any node and can go to any other node: only the end of the node you just jumped into.
ALSO, this nano jumping bit that Bob mentioned... I dont think it would work out either. I'll quote myself to explain why from another thread:
"Think about in FS2, whenever command says something like "The GVD Psamtik has made the jump to where you are! It should arrive shortly!" Well, wait 10 seconds and boom, there it is.
Given the speed of travel while in subspace, 10 seconds must mean that the Psamtik is, while still in the same system, a great deal away. So now your talking about jumping 4 klicks? That takes what, .0000001 nanoseconds? Now I understand that not every bit of the FS Universe goes along with reality, but I highly doubt there is an engine out there that can power up and then completely power down within .0000001 nanoseconds in order to make said 4 klick jump.
It's just not possible to make an engine that can power up and then shut off that quickly. NOW, the Psamtik could take an alternate route. Say, jump 3000 klicks one direction, out of the field of engagment, then set the computer or whatever to turn directly around and jump 3004 klicks, just past the field of engagment and into the jump node."
So making those "nano-jumps" possible would kinda screw with the whole FS universe. Sure, it occured in the Inferno campaign, but Inferno isnt official [V] material, either.
--Rga
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you know it takes about 7 seconds for the jump drive to power up and probly about the same to power down. it wouldn't power up and then down only while you were in subspace, it powers up you go into subspace come out the other side, then it powers down. that whole proces takes ~14 seconds without travle time. and if your worried about V cannon, just say fighters didn't have the power to do more than two jumps on there own or somehting
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then evermind the nodes. just make it so the fighters can jump inter-system 5000 meters, and when they do, all of their engine and weapons power is drained, and it takes 7 seconds to power up and down.
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Rga_Noris, you are forgetting mods and total conversions. Especially in total conversions, universes might be completely different. FS2 is not all about FS2 universe but also it's modability.
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You can do this on a primative level already. Just use the set ship position SEXP. You can move the ship wherever you want on to in the mission.
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I wouldn't mind an I-War 2 like jump system....
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another thing I'd like to do is set it up so that anything near a jump in/out point gets destroyed
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You're thinking along the same lines as the effect in B5 when a ship gets caught in a jump-point wake. For FS, perhaps we should just have the ship take a degree of dammage. Anything cruiser or below gets either vaporized or destroyed, while ships larger than that take hull & subsystem dammage consistent with which areas of the hull were closest to the warp, and it would have a consistent dammage factor.
Am I close?
Later!
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IIRC from what goober said, you can do something like this with redalerts and mission loading screens, so infact each system will be a different system, but obviously you will not have the freedom you're aiming for
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A 'skip-jump' - moves you at a massively high velocity for about 5 secs (replete with screen shake effect or something similar), but badly damages your engines subsystem.
Just a thought.
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Sounds good. It'd also be good if you had to wait 30 seconds or so before you could use your afterburner following a skip-jump. You could call it heat dispersion or something.
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just a question about that canon thing, what kind of jump the sathanas that killed the colossus achieved?
To me it didn't use a node or anything, iirc.
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Shivans are wierd when it comes to subspace. This has been established, though never held to very faithfully.
Anyway. The problem with the I-War style jumps (which were in both versions, if you mean LDS), far as I can see, is the range limitations- given infinite space, it'd be great, but as it is the game's only designed for you to be traveling at rather set speeds, and even with the change (wasn't it 60-100 km or something) you can't exactly be going even normal speeds in one direction for very long. Eliminate that, and yeah. I, for one, would love a system where you could jump from place to place like that.
Not knowing Freelancer, I can't comment. I know a Starlancer-type system would be easy to implement (just have another kind of red-alert mission without the stupid red alert briefing), but would be severely restrictive compared to I-War's- you could only jump to one place. It might be possible to combine that with some sort of location-command system (say, a big map you can pull up and select locations from, a la IW2), but that'd be more than a simple engine hack and I ain't gonna assume any coders'd be willing to make something that complex.
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freelancer is like Iwar2, excepted LDS drive is runned through some kind of "highway". That said, with little patience, you can get anywhere on cruise speed ( big, big afterburner ) w/o using those lanes. L-points are replaced with some big jumpgates, et voila.
FL scale is completly off, that's why cruise speed is enough to get anywhere if you're close enough ( you feel like the starsystem is in an aquarium, really... )
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Originally posted by Stryke 9
(just have another kind of red-alert mission without the stupid red alert briefing)
Already implemented: use the end-mission sexp and set the No Debriefing option on the first mission, and set the No Briefing option on the second.
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Originally posted by Sesquipedalian
Already implemented: use the end-mission sexp and set the No Debriefing option on the first mission, and set the No Briefing option on the second.
Been waiting for this a long time. Please don't tell me Sesquipedalian that it's been available all along !!!
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It was one of the first new SEXPs implemented in FS2_Open I'm afraid :)
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:confused:
Was it before or after this post http://www.hard-light.net/forums/index.php/topic,12152.0.html
If it was before, well um, oh crap:mad:
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Both.
end-mission was added on November 28, 2002
no_briefing and no_debriefing flags were added on March 20, 2003
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Originally posted by Goober5000
no_briefing and no_debriefing flags were added on March 20, 2003
Phew, hoping that was the case.:)