Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: TrashMan on February 10, 2005, 05:49:06 pm
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Right... I'm doing Red Alert missions and I'm looking for a best way to do it.
Now, I've never done a red alert mission before, so I have no idea how to carry the ships you want over? Tthe Read Alert status ..yeah, but that's not what I mean. How do you decide where they will appear in the next mission?
Secondly, how do I give a capships a certain hp percentage (stored in a variable in another mission) when a mission starts?
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For the first question. Ships will start where ever you place them in the second mission. No real difference to a normal mission in that respect.
For the second simply use
when
-true
set-subsytem-strength
-Ship
-Hull
-Variable
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Yeah.. I tought you had the ships with exactly the same names in the next mission for the Red Alert to carry over. Thanks.
Hmm.. I didn't even realise you get the variable as an option there...
you learn something new every day!
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Originally posted by TrashMan
Hmm.. I didn't even realise you get the variable as an option there...
you learn something new every day!
Walk through?
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One other thing:
The ships in the first mission have to have the Read Alert carry status.
What about those same ships in the second one(Read Alert mission)? Do they have to have that checked too?
Allso, how to get exclude command for communicating or reporting enemies (for missions where's you're cut off from everyone)?
EDIT: everyne know where I can get a hold of some new capship personas anis?
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Been a while since I made a red alert mission but IIRC you only check the carry status if the following mission is also going to be a red alert.
As for cutting off command you can only do so by shutting everyone up using the Disable built in messages option in mission specs. I've asked for that to be split into a shut up pilots and shut up command option several times but I guess it's fairly low priority at the moment.
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I knew that.. I wondered if htere was a way to shut only Command up..
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Wish there was. :( I could definately use it.
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I hated it in homesick, if you shot your wingmen they just stayed silent or carried on talking to each other, then suddenly, without warning they turn on you!
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Allright..anotehr question - anyone know where I can get some new capship personas anis?
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Originally posted by kietotheworld
I hated it in homesick, if you shot your wingmen they just stayed silent or carried on talking to each other, then suddenly, without warning they turn on you!
Because shooting your wingmen is a natural and inevitable part of playing any mission?
What were you expecting?
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*Sarcasm Detector kerrrrrrrsplodes*
Dammit, BR... that's the third in a week.
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I'm so very sorry.
:)
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Originally posted by karajorma
Wish there was. :( I could definately use it.
It will be done. :)
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Thanks Goober :)
Now that I come to think about it there's actually a mission in MindGames where being able to shut your fellow pilots up while allowing Command to speak would be very useful. I guess I should have made an official request for that one :D
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All hail Goober!!!!!!
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Oh.. one more thing...how does that background placing go?
It has 3 fields for position.
Now I figure the P is for Pitch and goes from 0 to 359 in degrees, when looked from the position of the default fighter placed by FRED (0 directly forward, 90 above, 180 behind, 270 below)
H would he Heading (0 front, 90 left, 180 behind, 270 right)
Bank would than be the rotation of the nebula pcx itslef.
Am I getting this right?
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The walkthrough explain that one better than I ever could. :)
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I checked the Wiki...it't doesn't explain nebula placement...
And antoehr thing - how to check if a station has survived?
Normally if a ship is in question a simple has-departed-delay would do the trick.
I can't use a NOT - if destroyed delay since it's true immediately.
I tought of maby using a variable with 1 (station alive) and 0(station dead) values, but there's stll the problem of actually checking and chaning them, and I realised that wouldn't work....
I could try with a has-time-elapsed and NOTis-station-destroyed, but the end of the mission i dictated by two other events (saving of 2 ships)
Now I'm at a loss shere....
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Originally posted by TrashMan
I checked the Wiki...it't doesn't explain nebula placement...
Not the wiki. The FRED Walkthrough. It came with FRED unless you've got HotU or some such.
The next three fields determine the position and orientation of the currently highlighted image. P stands for pitch (degrees above the horizon), B is bank (degrees of clockwise rotation), and H is heading (degrees left along the horizon). The default position (0, 0, 0) is straight ahead when you open FRED2. These numbers all range from 0 through 359.
Originally posted by TrashMan
And antoehr thing - how to check if a station has survived?
Normally if a ship is in question a simple has-departed-delay would do the trick.
I can't use a NOT - if destroyed delay since it's true immediately.
I tought of maby using a variable with 1 (station alive) and 0(station dead) values, but there's stll the problem of actually checking and chaning them, and I realised that wouldn't work....
I could try with a has-time-elapsed and NOTis-station-destroyed, but the end of the mission i dictated by two other events (saving of 2 ships)
Now I'm at a loss shere....
I'm at a bit of a loss as to what you're trying to achieve. Unless you ant to check if the station is alive at some arbitrary point in time there must be some event or trigger which you can link this to. Put that trigger in the event too and you're done.
What am I not getting? :confused:
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You can use not.
It goes like this:
and-in-sequence
---has-ship-departed:
shipname
shipname
---not
------is-destroyed-delay:
station
Simply insert the names of the two ships to be protected in the data field for has-departed-delay, if they're jumping out. Then the mission will check to see if the station survived once those ships jump out.
Or you can trigger it to check following the destruction of all enemy units that threaten the ships you're protecting.
and-in-sequence
---is-destroyed-delay
wingname
wingname
wingname
"
---not
------is-destroyed-delay:
station
Simply add the names of the wings/capital ships that could concievably attack the two ships you're supposed to save. Thus, when they're safe, it will check to see if the station is still around.
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Trashman, seriously... do the walkthrough. Don't just read it - make the mission, exactly as [V] tells you to. You've been here long enough that you should know to do the walkthrouh before you start FREDding, and many of the questions you're asking are answered in it. So yeah. Go do it. If you alredy have, do it again. Please.
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Actually, I don't recall ever reading a FRED walktrough, nor having anything like that on my HDD /the closest that comes to mind is the FS2ReferenceGuide).
I learned FRED by intuition and trial-and-error...
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C:\Games\Freespace2\data\freddocs
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He probably deleted it as part of the modding process; god knows I did.
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Fortunately I have them available for download (http://homepage.ntlworld.com/karajorma/freespace/Downloads/freddocs.rar) for all the HotU people who don't have them. :)
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Oh.. one more thing...how does that background placing go?
It has 3 fields for position.
Now I figure the P is for Pitch and goes from 0 to 359 in degrees, when looked from the position of the default fighter placed by FRED (0 directly forward, 90 above, 180 behind, 270 below)
H would he Heading (0 front, 90 left, 180 behind, 270 right)
Bank would than be the rotation of the nebula pcx itslef.
Am I getting this right?
Cobra was having similar troubles with backrounds. You may want to check out: http://www.hard-light.net/forums/index.php/topic,29567.0.html :)