Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Moonsword on July 10, 2004, 11:07:08 am
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How do you force a set of ships to arrive near a specified target?
Essentially, I need a wing of hostile fighters to arrive near a transport and I'm not quite sure how to do it.
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Editors > Wings > Arrival > Near ship > Target > select the ship you want the wing to arrive nearby > select distance.
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Okay, thanks for the quick response!
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Interesting. A FRED question in the right forum :D
Post more I wasn't quick enough to answer this one :(
:lol:
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I don't have any more at the moment, unfortunately.
*lightbulb goes off over head*
Wait, you could go write a couple of Wiki pages on different SEXPs! That would help!
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Thats not a bad idea, wiki for fred!
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Originally posted by Moonsword
Wait, you could go write a couple of Wiki pages on different SEXPs! That would help!
I covered the ones that most people have trouble with for FRED in my FAQ agaes ago.
I've wiki'd a fair portion f them too anyway :)
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Kara, I've got something for you:
Is it possible to delay an event firing until you want it to, not when it is first theoretically possible for it to work?
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Originally posted by Moonsword
Kara, I've got something for you:
Is it possible to delay an event firing until you want it to, not when it is first theoretically possible for it to work?
Not quite certain what you mean by "until you want to" Moonsword. Most of the SEXPs like ship destroyed etc already have a delay built in. If for some reason you are using events that don't have a delay in any of their SEXPs you can always chain another event on and use the chain delay (or simply use is-event-true).
If that's not answered the question and example may help me see what you want :)
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I think you missed what I wanted entirely.
I understand delay events. That's not the problem. I need the directives to not show until that is enabled. If not, I can get around it. Still, I'd prefer that I not have to do that.
Addenum: Kind of like how you can invalidate and validate objectives. I need them 'invalidated' until an event 'validates' them.
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Aha. Easy. Chain them to an event that only comes true when you want the directive to appear. This is rarely a restriction of any sort since almost every time you have a new directive appear you'll generally have to have a message to tell the player about it anyway :D
If you take a look at the walkthrough you'll notice that's how they prevented the return to base messages appearing right at the start of the mission :)
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Oh, thanks.