Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Pilot Of The US on August 16, 2004, 04:28:05 am

Title: New way of begining a mission
Post by: Pilot Of The US on August 16, 2004, 04:28:05 am
I was wondering, is there a way of using a sex-p in FRED2 that will begin a mission with the camera locked on to another ship. Because it would be like a little movie-type intro thingy. :p

Like you could have messeges playing while the camera hops from ship-to-ship, at the very start, so you could have the camera locked onto a ship and have it explode at the start. A bit like FreeLancer.

If it doesnt, someone might create one. have about 4 fields, 1) ship to lock on to  2) what view/angle 3) how to stay on 4) either return to Alpha 1 or choose next target to lock on to.

This probabaly wont work in-misson coz the enemy will blow you up if you're in a dogfight, unless you ativate some sorta invincible sex-p everytime the camera cuts in. :p  
This would be very useful if the mission you make does not start off the way the breifing said it would start off.

I was also thinking that it might be an idea for a sex-p that locks down Alpha 1's control (maybe just the basic flight controls), it could be tied in with the flash-hud sex-p to simulate a systems (flight control) failure. might be useful in some missions, it even could be useful with the camera lock sex-p mentioned above.
Title: New way of begining a mission
Post by: karajorma on August 16, 2004, 05:16:07 am
As far as I know there isn't a single thing in there that isn't do-able already. You can already take over Alpha 1 using the player-use-ai SEXP.

As for the camera thing. Lock engines and weapons. Invulnerable and protect alpha 1. Use the Set ship position and set-ship-facing-object SEXP to move alpha 1 around. Ta-da! :D
Title: New way of begining a mission
Post by: Goober5000 on August 16, 2004, 12:00:10 pm
And use toggle-hud to turn off the hud display. :)
Title: New way of begining a mission
Post by: Silent Warrior on August 17, 2004, 02:04:35 am
But that also seems to turn off the text-messages (at least, that was what was observed in WC Saga), meaning that he'd need voice-files. That always complicates things.
Title: New way of begining a mission
Post by: Pilot Of The US on August 17, 2004, 09:30:07 pm
Quote
Use the Set ship position and set-ship-facing-object SEXP to move alpha 1 around. Ta-da!


Huh, move alpha 1 around?

I want the camera to actually go to the ship. (eg if it's 5 clicks away the camera flies all the way over there, just like the chase view of your own ship. It doesnt just track it from Alpha 1's POV).

You could be saying this but to to me it seems you're saying that the computer takes control of Alpha 1, points it into the direction of the targeted ship.
Title: New way of begining a mission
Post by: karajorma on August 18, 2004, 03:41:12 am
That's exactly what I'm saying. Turn off the HUD and there's not much of a difference between a camera and the view you get from Alpha 1.

Afterwards you put alpha 1 back and turn the HUD back on.
Title: New way of begining a mission
Post by: Pilot Of The US on August 18, 2004, 07:59:50 am
but if you have to move alpha 1 in far enough to get a closeup of ship 5 clicks away wouldnt that take time?

I want the camera to be able to flash between 2-3 diffrent ships that are located about 10 clicks from each other in about 20 sec. Is that possible with the method you descibed?
Title: New way of begining a mission
Post by: karajorma on August 18, 2004, 12:12:14 pm
Set ship position instantly moves a ship to the location you gave it. It's like it just blinks into existance somewhere else.

So you could blink over to a ship film it for 5 seconds and then blink over to the next one.
Title: New way of begining a mission
Post by: Pilot Of The US on August 18, 2004, 06:20:42 pm
ah! i get it now.

i guess it would take a couple of trials to get alpha 1 in the right position, coz if you wanted to view the ship from a specific angle or something, it would take some work. But anyway, i was just wondering, is it possible to lock most of the other controls? (exept the ESC key as well as some others like power managment, etc)
Title: New way of begining a mission
Post by: karajorma on August 19, 2004, 01:46:29 am
Remove the HUD and break the weapons, comms and engine subsystems. I wouldn't imagine you could do much then :D
Title: New way of begining a mission
Post by: Pilot Of The US on August 19, 2004, 03:50:03 am
Yes, but you could still change the camera view manually by pressing the change camera key.
Title: New way of begining a mission
Post by: SadisticSid on August 19, 2004, 06:16:42 am
Quote
Originally posted by karajorma
Remove the HUD and break the weapons, comms and engine subsystems. I wouldn't imagine you could do much then :D


Quite a crappy workaround since you hear the subsystems exploding whenever you do that. Perhaps a better one would be to hand control of Alpha 1 to the AI and then issue it a play-dead order?
Title: New way of begining a mission
Post by: karajorma on August 19, 2004, 10:12:38 am
Yeah. That's probably better. :)

As for the pilot changing the view. Maybe you could make a model that looks just like a piece of space dust and swap models at the same time :)


I agree that getting the SCP to make a specific way of doing this without moving alpha 1 about would be easier than all this but who has the free time?

Besides despite all the help I'm giving on this topic I'm fundementally opposed to any kind of cutscene you can't skip anyway :D
Title: New way of begining a mission
Post by: Gregster2k on August 19, 2004, 10:17:07 am
well, a lot of games let you use the ENTER key to skip ingame rendered or FMV cutscenes, if they can add ingame rendered cutscenes like you guys suggest I'm sure they can add a function to skip one, although ppl would have to be careful to make sure all variables that are set during that cutscene are automatically set to their final end-custcene values upon hitting ENTER otherwise you could obviously skip an important variable and the mission will break

I've always wished that the FSO project would add a feature that allows you to literally record every movement you make and thing you do in-flight and copy that to an AI...translate the action into movements and actions for a desired ship in your mission to use...just pick the ship you're doing and voila, you're all set, developing a movie would become easy...or keeping precise control of AI movement...

that would be so useful, would make complex maneuvers very, very easy...thing is, i doubt anyone could do something like that, but then again, other games HAVE done it, screw waypoints, why can't FS2 do it?

drawback: if the environment around the ship changes (ships in the way of the recorded flight plan, expected ships were destroyed, other ships didnt follow their flight plans) then the flight plan wont work as you're effectively with my idea overriding the AI and turning the flight-planned ship into an automaton

nevertheless, if we were to get inflight rendered cutscene support, then a feature like THAT would be amazingly useful. after all, the ships you previously record for the movie would be moving around on their flight plans so then you can use the other ships to interact with them, cover their backs, basically you can script out an ENTIRE battle...although i betcha ram usage for a feature like Ive suggested is thru the roof =D
Title: New way of begining a mission
Post by: Blaise Russel on August 19, 2004, 10:27:26 am
Quote
Originally posted by SadisticSid


Quite a crappy workaround since you hear the subsystems exploding whenever you do that. Perhaps a better one would be to hand control of Alpha 1 to the AI and then issue it a play-dead order?


Not if you set the subsystems to 0 in the FRED ship editor. And doesn't the player-use-ai still allow the player to mess around and fly everywhere?



A point picked up on earlier is, I feel, particularly important. Toggling the HUD prevents any display of text whatsoever, which sucks for in-game cutscenes. Would a variant of toggle-hud which didn't remove messages and training messages be possible, or will in-game cutscenes with dialogue be forced to retain a HUD for a supposedly non-existent Alpha 1?
Title: New way of begining a mission
Post by: SadisticSid on August 19, 2004, 01:26:38 pm
Never tried player-use-ai so I dunno how it handles player inputs.

I've suggested excluding training messages from the hud toggle before, though I'd extend this to normal messages as well.
Title: New way of begining a mission
Post by: Pilot Of The US on August 20, 2004, 02:10:55 am
It would also be cool if you could also rotate the camera round a targeted ship, so it doesnt get too boring or you could move the camera to get a view of an enemy ship firing it's beam once, ripping through the hull and the captain screeming as the ship blows up. Or rotating to see a subsystem or turret blowup as a systems failure or something.

But,  i guess the SCP guys do have their hands full, but one day if someone decides to create a new sex-p to have ingame cutscenes that would be awsome! Many campaigns can benefit from this. It'd make missions a bit more interesting.

Also im for the exclusion of training and normal messesges from the toggle-hud-off sex-p, or you could just create a new sex-p = call it something like no-hud-comms-remain
Title: New way of begining a mission
Post by: Goober5000 on August 20, 2004, 09:49:26 am
You can't create a new sexp (it's hyphenated s-exp) to handle ingame cutscenes... it's a massive amount of work.  The sexps that are there will allow you to do 95% of anything you'll ever need.  If you're willing to spend that much time on a cutscene, you'd probably be better off rendering it in a modelling program.
Title: New way of begining a mission
Post by: Pilot Of The US on August 20, 2004, 09:09:02 pm
It's just a little somthing using the 'change camera view' control, to simulate a cutscene, of course it should include messeges and training messeges to be seen to you dont have to create voice files.

It cant really be that hard?, just have a s-exp to change the camera view. nothin special......
Title: New way of begining a mission
Post by: Singh on August 21, 2004, 01:34:10 am
A mode where you could change the FoV of a pilot independent of the direction the fighter is facing would be usefull for making a cutscene, making cameras movable along with certain other SexPs.

Then you could change the zoom/focus and the direction/position of hte camera using SexPs....
Title: New way of begining a mission
Post by: Pilot Of The US on August 21, 2004, 04:18:36 am
Im getting confused! All i wanted was a way to use the existing camera and have sexps to move it from ship to ship, without the player interfering (exept for the ESC key and the skipcutscene key which would be a combination eg. ALT+F9).
Title: New way of begining a mission
Post by: Blaise Russel on August 21, 2004, 04:57:08 am
Quote
Originally posted by Pilot Of The US
Im getting confused! All i wanted was a way to use the existing camera and have sexps to move it from ship to ship, without the player interfering (exept for the ESC key and the skipcutscene key which would be a combination eg. ALT+F9).


First: break the player ship's engines and weapons. This will stop them moving and firing.

Second: figure out how many different 'camera positions' you want to have - that is, positions which the player will be moved to, in sequence, to view the action.

Third: you need to find out the xyz co-ordinates of the various camera positions - a good way to do this is to make a fighter for each position and use the view -> camera current ship dealie to take control of the fighters and move them manually into position. Voila! Their co-ords will now be the co-ords of the camera positions and the co-ords that you will move the player to for the in-game cinema. Also, make a waypoint that is in the middle of the field of view of each of the fighters - this will allow you to set the way the player faces each time you move them, so they don't face the wrong way.

Fourth: create an event for each camera movement. You will need a sexp to move the player to the new camera position co-ordinates and a sexp to change the way they face - those will require the fighter and waypoint co-ords respectively.

Fifth: get rid of the fighters once the co-ords are in the events.

Sixth: If you don't have dialogue, you can use toggle-hud to get rid of the HUD and let the player have a nice view of the action. If you do, you'll have to keep the HUD around. If you don't want the player distracted by the sensors, stealth all the ships - I think setting sensors to 0 will result in fuzzy blips on the radar screen.



Easiest way to do a cutscene is as a special no-briefing no-debriefing mission - cutting to a cutscene mid-mission will, at the very least, result in the 'subsystem blowout' noise what Sid mentioned, which will detract from the moment.



And let's get a toggle-hud that doesn't get rid of messages before we start clamouring for magic camera sexps and the like, eh?
Title: New way of begining a mission
Post by: Goober5000 on August 21, 2004, 11:08:02 am
Thanks, BR. :)
Title: New way of begining a mission
Post by: Pilot Of The US on August 24, 2004, 06:07:59 am
ok, ok! i concure.

Let just  get a no-hud toggle that doesnt remove normal messeges and training messeges.
Title: New way of begining a mission
Post by: Goober5000 on August 24, 2004, 08:15:45 am
That sounds rea-sonable.  Post it in the SEXP thread.
Title: New way of begining a mission
Post by: Pilot Of The US on August 24, 2004, 08:19:54 am
SEXP Thread?
hmmm im not familiar where that thread is located. What section is it located in, and I'll make a posting there.

(are there more than one SEXP threads?)
Title: New way of begining a mission
Post by: Goober5000 on August 24, 2004, 08:42:47 am
Just one.
http://www.hard-light.net/forums/index.php/topic,11656.0.html
Title: New way of begining a mission
Post by: Pilot Of The US on August 25, 2004, 11:58:17 pm
ok, ive made posting there.