Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: NGTM-1R on November 26, 2004, 01:02:33 am
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Because I have the HOTU version of Freespace 2, and so don't have the FRED help docs.
And so, for the life of me, I cannot figure the campaign editor out. I don't suppose there's a FAQ or something somewhere?
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There's some info in the Wiki (http://dynamic4.gamespy.com/~freespace/fsdoc/index.php?pagename=Missions).
In addition, you may want to try this (http://www.netcologne.de/~nc-muenchma2/freddocs.zip); it's the original FRED documentation from FS2. Just unzip and start index.html in your browser. Maybe they're hosted elsewhere, but I found it easier to just upload them...:)
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just don't go asking about the beamz...
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*waves around a large, threatening stick with the words "beam-free-all" etched into its side*
Grrr!
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Originally posted by ngtm1r
Because I have the HOTU version of Freespace 2, and so don't have the FRED help docs.
What's an HOTU Version?
And so, for the life of me, I cannot figure the campaign editor out. I don't suppose there's a FAQ or something somewhere?
How to use the campaign editor *checks homemade help thingy* To create campaigns, simply select your first mission from the mission pool in the small white box at the top left hand corner. Put your pointer in the large box and hold down control then click. First mission set. Do the same thing to your next mission. Then click and hold on your first mission and drag it to your second mission. Do the same things only take the second mission and and drag it to the third, the third to fourth, and so on. Now you know what I know on how to work this thing. :p :lol:
Originally posted by Sesquipedalian
*waves around a large, threatening stick with the words "beam-free-all" etched into it's side*
Beam-free-all enables all beams used by capital ships. By default they're not enabled.
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HOTU=Home Of The Underdogs, abandonware site where FS2 is available for download.
*waves around even larger stick that says "All ships beam-free-all'd by default/FRED Open"*
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Eh, I looked for a download link for FS2 to send my dad for Christmas, but never found one.
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Funny, I was just there...
Ah. Here's the page. http://www.the-underdogs.org/game.php?id=4150
They even link to the Freespace Port, which I find kinda funny myself.
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Originally posted by ngtm1r
*waves around even larger stick that says "All ships beam-free-all'd by default/FRED Open"*
That makes you even lazier by enabling all beams without you having to do it yourself. ;)
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i have only one question: in which way do beams pierce shields?(or the simply dont interact with them)
to they do some wierd technobabble rippling effect or can there be a perfectly illogical solution to this mess?
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They do...because they do.
No explanation was ever offered that I know of.
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kara whats your opinion on this?
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Beams are too powerful to be stopped by shields.
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Originally posted by pecenipicek
kara whats your opinion on this?
Mine?
I tend to go with Lightspeeds explaination. Either that or trekwank off an explaination about how the frequency of the light used in beams is either at the same frequency (or a harmonic) as the shields.
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The reason beams do not pierce shields is because the coders made a mistake.
The shield collision code in FS2 is set up to deal with beams, but for whatever reason the actual collision test isn't there. It looks like it was supposed to be added, but somebody forgot to put it in.
It's also possible that it was in and then somebody took it out, but in that case it should have been commented, not deleted.
So the fact that beams pass through shields is most likely a bug. :)
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maybe it was changed at the last minute and so was hacked, rather than properly corrected.
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I dunno.... When I play FS2, the beams weaken my shields.
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Beams were made specifically ounteract shields, because of the threat the Lucifer posed... They simply bypass shields completely...
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Waitaminnit. How the heck do you know that?
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Experience
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How could you figure that out by experience? :confused:
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Because its been discussed since FS2 debuted, in 1999...
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Hey, I got FS2 in 2000. I wasn't even in to modding until July 2004. A friend told me about it.
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Originally posted by Hippo
Beams were made specifically ounteract shields, because of the threat the Lucifer posed... They simply bypass shields completely...
But all those discussions are based on the assumption that Volition purposely made beams go through shields. If they didn't -- if they intended for beams to be stopped by shields -- it changes the discussion quite a bit.
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Actually they're mostly made on the assumption that [V] f**ked up but now we have to explain it sensibly :p
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Bugs can become part of the canon for a game. For example, if anyone here has played the Descent series, trichording, which is an essential part of playing any Descent game, was initially an unintentional bug. Everyone liked it so much, however, that it was kept in the other two games. Who cares if the shield ineffectiveness was by design or by bug...it's in the game, and that's what matters. :)
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Originally posted by Goober5000
But all those discussions are based on the assumption that Volition purposely made beams go through shields. If they didn't -- if they intended for beams to be stopped by shields -- it changes the discussion quite a bit.
But intended or not, its canon now.
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I can't remember if it was in FS1 or FS2, but there was a debug cannon. What the hell does it do? What's it there for??
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FS1... they used it to test model collisions IIRC... I don't see why exactly though... It acts like the training laser...
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On my game it looks like a deep deep deep red version of the Shivan Lasers and with a S-Breaker noise. Geez, what were you, part of the [V] staff???? It also beats the s*** out of the bad guys.
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Originally posted by Cobra
Geez, what were you, part of the [V] staff????
No...
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He's probably enabled the gun and fired it, to be honest...