Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Hollewanderer on November 06, 2004, 09:38:24 am
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I wanted to ask earlier, but the HLP had it's... problems. So, here's a few questions concerning FRED. [I ask because I haven't visited SCP forum in a looong time, and so am not sure about the possible new additions] It's for a mission or two that I am making. [I have it imagined pretty well and am in process of making models and table mods]
First question: is it possible to make it so that the player will gain more ammo for secondary weapons if he blows up a single, specific ship? Note: in multiplayer, the ship responsible for the destruction should get the ammo, not the second one. [of course, if it is impossible, I'll settle for the second option]
Second question: is it possible to make it so that, in campaign, new weapons will be selectable if player completes a certain goal in a mission before?
Third question: is it possible to replace player's primary weapons in the middle of the mission? Or at least add new ones?
Fourth question: what is the longest draw distance in a SCP mission? [AFAIK, it's limited, but it could have changed]
Fifth question: what is the largest number of ships allowed at once? [performance is not an issue here, but the engine limits are]
Sixth question: how much debris is required to break the mission, in the technical, not gameplay sense of the word?
That would be it, pretty much. More could follow, though.
In case you worry about some of the questions that suggest a BoE syndrome, don't worry. It's a total opposite of BoE, in fact.
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I think a positive answer to those questions would make FS too "arcade" for my liking. Power-ups are not an FS thing. But i suspect it´s possible, although you need to ask a FRED guru for confirmation.
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I'm no expert, but I have a few answers to those questions...
1. No
2. Yes, with the allow-weapon sexp with a condition attached
3. No
4. I don't know the answer to that, but I assume its around 20-50 km
5. How ever many you want. If you go too high (~100 ships) the game has trouble with collision stuff so weapons and stuff may not 'hit'
6. I don't know that either
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To Swamp_Thing:
It's the whole point!:p FS Arcade Game! Explosions! Fun for the whole family! Cubans! [don't ask about this one, ok? It's a secret]
To Axem:
Thanks.:)
About 5: I asked that because "normal" FRED rolled over and died when I put over a hundred fighters and multiple capships in at once. [FRED itself, not the game] I'll solve the problem with a proper application of waves, then, as under a hundred ships is just too little for my project.
Shame about 1 and 3, though. I'll have to look for an alternative.
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Freespace 2 has a limit on the number of ships you can put in a mission (~100 IIRC) and the number of subsystems that can be present (Capships of course have more of those than fighters do).
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Originally posted by Hollewanderer
About 5: I asked that because "normal" FRED rolled over and died when I put over a hundred fighters and multiple capships in at once. [FRED itself, not the game] I'll solve the problem with a proper application of waves, then, as under a hundred ships is just too little for my project.
:blah:
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Think Serious Sam or Painkiller in space. Lots of enemies, lots of explosions.
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Switch to FS Open...
Since I had to hand place astroids for one Robotech mission that took up a ship table slot and with over 340 of them in a mission that brings the total close to 400 ships in that mission [Blind Game].
SDF-1
Alpha wing
Vermillion Wing
3 wings of Pods
1 Special
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That's... better. So. Much. Better.
Another question: just how many projectiles can the engine handle? [by projectiles I mean missiles etc]
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I know that if you don't have any primaries, when you call in the support ship it'll load you out with your first primary bank Subach and your second Prom-R...
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IS it definately those two or was it those two cause they're the defaults for the ship class you were flying Ngtm1r?
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Kara: Dunno what the defaults are for an Apollo in FS2, but when I played the first mission of the Port without the tables installed, I got those two as well.
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Those are the default PBanks for the Apollo. I just checked :)
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I've got one (further) question about Fred, too. I'm sure this has been asked bevore but I can't find an according topic quickly.
Following problem:
I've copied the NTF Icenie ships.tbl entrie a second time into the .tbl to make some modifikations (The armament is just terrible), but then the game crashes every time I start a mission - no matter which mission.
I know that you can't add endless numbers of new ships to the .tbl but two or three should work, shouldn't they?
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did you change the name of the entry? You can't have duplicate names.
Don't edit the .tbl's. At all. Never ever. Instead, create a .tbm (http://www.hard-light.net/wiki/index.php/Modular_Tables).
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*gasp* .TBMs? Oooh, more new knowledge.
If I may interject one brief question: xxx-ships.tbm
Must the X's be present, or is that just a placeholder, like "assault-ships.tbm" or what-have-you?
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Placeholder. We're not requiring the presense of porn just to make a TBM :)
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did you change the name of the entry? You can't have duplicate names.
Yes I changed the name.
Don't edit the .tbl's. At all. Never ever. Instead, create a .tbm (http://www.hard-light.net/wiki/index.php/Modular_Tables).
Can you use the .tbm in retail FS? 'Cause I don't have the SCP. ;)
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Tbms wont work in retail FS, those are FSOpen addition.
You might as well try SCP too...
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You might as well try SCP too...
I've installed it some time ago, but my Computer was too weak for it. But I've seen new ship mods in retail FS bevore. So there must be a way too fix this prob. :hopping:
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I've installed it some time ago, but my Computer was too weak for it. But I've seen new ship mods in retail FS bevore. So there must be a way too fix this prob. :hopping:
IIRC, you should be able to run FreeSpace Open on almost any computer that can run Retail. You just can't use the MediaVPs and most of the graphical enhancements in the Features tab of the launcher.