Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Thrilla on February 06, 2005, 12:16:17 pm
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I know there are a few extra true statements that I need to get rid of, but how can I make it to where when Alpha 1 Fires before his cover is blown the mission will be aborted. I had it working, but then it would give the return to base whenever he fired period. Then I fixed it where it wouldn't do that, but now it won't abort if I fire before the cover is blown effect. How do I fix this?
(http://images5.theimagehosting.com/support1_90.jpg)
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try using is-event-incomplete rather than is-event-false-delay
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Variables can be applied to make this easier. Create a variable with a default value of zero (remember not to put spaces in your variable name). Then make an event like this:
- when
- - and
- - - or
- - - - key pressed
- - - - - Spacebar
- - - - key pressed
- - - - - left ctrl
- - - =
- - - - variable name
- - - - 0
- - modify variable
- - - variable name
- - - 1
Then simply make when - true events to change the IFFs and abort the mission, and then chain them to it with the appropriate chain delays. You'll also need to set up an event to modify the variable up to 1 when your cover has been blown and it's OK to fire again.
I think that should sort you out, though I'm doing this off the top of my head rather than setting it up and testing it in FRED.
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Use something like this:
- when
- - and
- - - key-pressed
- - - - Left Ctrl
- - -not
- - - - is-event-true-delay
- - - - - Cover Blown
This makes the game execute the action if you press the fire button before the event is triggered. In other words, if the event hasn't happened yet, firing makes this event work.
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I''l have to try that when I get back to that part of the mission. Right now I skipped over it and went into actually trying to get all the actions of the mission down first, and then I'll try the relentless ways of how Alpha 1 can screw it up. :)