Hard Light Productions Forums
Hosted Projects - Standalone => The Babylon Project => Topic started by: Roki on January 22, 2005, 08:56:21 pm
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Hey i am busy making a mission and i want it to end by appoching a ship then haveing the directives telling that player to jump could somone either tell me how to do this or point me to a mission and the event name in that mission so i can learn how to do this my self
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Use SEXPS.
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event name
.when
....< (this is a logical)
.........500 (or whatever amount you want)
.........Distance (this is under status)
.............Alpha 1
.............Ship X
....send message
.........whoever
.........high
.........RTB
then chain this to it
event name
.....when
........is key depressed (training)
............alt-J
.....do nothing
in the second sexp write return to base as the directive text
If you are using SCP, and the ship you are aproaching has a fighter bay might i suggest this instead?
first, instead of a message telling the player to go to the ship, tell the polayer to go the fighter bay for recovery. then use the following:
....< (this is a logical)
.........500 (or whatever amount you want)
.........Distance to subsystem (this is under status)
.............Alpha 1
.............Ship X
....end mission (if you do not have this option as part of whichever SCP version you have, have the mission end in red alert, but don't make the next mission a red alert mission, it has the same effect)
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Cheers will try these out
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let me know what you get.
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The Raider Wars missions Midnight on the Firing Line and Smash & Grab both end like this. I do it using 3 events.
Event 1: the missions's "area is secure" or 'it's time to leave" event. Fires off when it is the appropriate time for the player to approach the ship and go.
Evemt 2: Chained to the first event with the directive text "Approach Ship". Goes true when the distance between Alpha 1 and "ship" is less than 500. Use the training SEXP key-reset on ALT-J in preperation for the next event.
Event 3: Chainted to the second event with the directive text "Jump" and the kepress directive text "Press ALT-J". Goes true when ALT-J is pressed (use the traning SEXP key-pressed).
Set the departure cues of all the ships you want to jump out with alpha 1, so that the departure cue is when event 3 goes true.
Hope that helps.
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And to make things more complicated for the fun of it, you might try adding a "facing" SEXP to the event(s). This way the player can't be speeding away from the target ship when it's supposed to be "entering its fighter bay," assuming that's what the player is supposed to do. :D
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that is why i don't jump from there, i simply end mission...but generally whemn the player is within 75 of the fighter bay, as this usually puts him "inside" it.
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Hehe, 75m will definitely put you "inside" a Nova or Omega. *snickers*
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i mean 75 from the fighter bay
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Oh, I see. Yeah, otherwise poor Alpha 1 would be left banging the hangar doors over and over until he exploded. :)
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lol...which is what happened when i accidentally put the point TOO close to the fighter bay subsystem. lol i learned that lesson.