Originally posted by Cobra
OK. Rundown.
1-5: OH CRAP. I forgot. OK, I'm gonna fix that.
6: uhm,Spoiler:when the GTCv Julius jumps out, look at the message
I am talking about Directives, not messages
7: er,Spoiler:this mission goes into a red alert.
It did not start the red-alert sequence to me. I will have to look it into FRED.
8: That I don't know about, i'll have to take a look.
9: Yes, you were unlucky.
10: I'm still trying to work on that problem. What should I set it on?
Mediun or Low [/B]
not
-destroyed or departed delay
--0
--Calypso
Originally posted by karajorma
Okay, first things first. I enjoyed playing the mission. It had lots of bugs but we'll teach you how to solve and avoid those. The art of how to make a fun mission is harder to teach and since you've scored highly there that's a lot less work for me :D
Originally posted by karajorma
Umm. The mission takes place in Capella at the node TO Epsilon Pegasi not the other way around.
Originally posted by karajorma
It is possible to get messages from the Calypso and other terran craft that are dead. You should either check that the Calypso is alive (by replacing the true in event Complaint 1 withCode: [Select]not
-destroyed or departed delay
--0
--Calypso
An alternative is to set the message priority to low instead of high. IIRC messages with low priority aren't read out by command if the ship sending them is killed.) [/B]
Originally posted by karajorma
I was all set to complain about you making the Destroy Malice goal visible from the briefing when I noticed that you've made it a bonus goal. This is good. However leaving it as a secondary goal which was invalid at the start of the mission would probably have been better. If you don't know how to do that just post and I'll explain it.
Originally posted by karajorma
No AWOL debriefing! I really thought when I made up that list of common FRED mistakes I wouldn't have to say this one as often :rolleyes: :D At the moment there's nothing to stop the player jumping out at the start of the mission.
The player can jump out anywhere on the map. Since he's supposed to jump out at the node you need to fix this so that the player can only jump out at the node. You use a pair of repeating never warp and allow warp events to do this. If you aren't sure check my FRED FAQ (http://homepage.ntlworld.com/karajorma/freespace/fred2.html) as there is a more detailed explaination there. (as a side effect you can rig this so that the player can't jump out before the mission is complete, negating the need for an AWOL debrief).
Originally posted by karajorma
Don't use the SJ Sathanas in the background. They never appeared in those kinds of numbers anywhere near the nodes. You should also change the sun you've used to the one with the saths around it.
(For future reference you should never use the sathanas model like that anyway. Due to the need to have lots of Sathani on several missions [V] created the SJD sathanas model which looks like a sath when targetted but doesn't use as much of the computers resources).
Originally posted by karajorma
Is it possible to lose this mission in any way? I haven't checked but apart from dying is there any way to lose? If there is you really need a debriefing explaining why the player lost.
Originally posted by Cobra
where's the custom stars.tbl?
Originally posted by TopAce
Be sure you do not use a custom stars.tbl.
Originally posted by Singh
I only wish Karajoma would be this active when it came to testing in MG :P
Originally posted by willy_principal
the sun is misaligned...i mean...jump nodes are supposed to be in the edges of a System (i think)...and you are suppposed to jump outwards the system...not inwards...not towards the sun... get it?
Originally posted by Cobra
....I don't know how to say it in words.
and
is-event-true
alpha 1 may jump
key-press
alt-j
Originally posted by karajorma
modetator
Originally posted by karajorma
*Opens Sparky_fs2.vp in modelview*
A jump node is 1327m wide at it's largest axis according to modelview so 700 should actually be fine as long as the waypoint right in the middle of the node. You may wish to experiment a little when playtesting.
As for the spelling mistake
1) How come you caught that one and miss the hundreds I make elsewhere?
2) Typing a t instead of an r is hardly much of a typo considering that they are next to each other on the keyboard :)
this is after they developed the kayser weaponry.
Originally posted by karajorma
2) Sounds like a single waypoint is being used for all three ships. You can do that but you need to stop them when they get close to it or just use seperate waypoints.
Still, I think the point of FA is to break some of those bad habits. If you really want to become a competent FREDer, some of these things have to be fixed up, some more importantly the others
Originally posted by nuclear1
...Be informal at times (use "kids", "crew", "team", etc.)...
Originally posted by TopAce
I don't agree with this. A squadron leader who doesn't know his 'minions' (<- Wrong word, I know) should be formal to the pilots. If they know each other or are a group of pirates, criminals, etc. that's another case.