Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Descenter on February 15, 2005, 05:07:47 pm
-
Hey one of my friends was talking to me today and was wondering if there was a way to "move" your pilot to a different ship if the ship you were piloting was destroyed. For instance: Alpha 1 is destroyed and is therefore put into Alpha 2's "eyes" and gains control of that fighter, and so on down the list until there are no more fighters left to pilot resulting in mission failure, or beat the mission. Naturally I knew that this was not possible in the original version of FS2, but then i got to thinking, and remembered the open source project most of you are working on, and how you could change in game items, like with Fred 2 Open, and making it just an option to use, and not having to use it in every mission. This would be something to consider trying if it is possible with the Open Source Code. Can present new campaign ideas as well. Anyhow, just a though, if it cant be possible, well then my friend will have to suffer.:D
Thanks, Michael
-
Nice idea...might be usefull for some MODS...
I have a better one.. You know that REAL cloacking? Can it be triggered by FRED (sexp) on any ship/fighter?
If not, that's what I would like to see in the code.
*Alpha wing, engage cloacking!*
*spoky cloacking sound as shis ripple and become allmost see-trough*
-
Originally posted by TrashMan
I have a better one.. You know that REAL cloacking? Can it be triggered by FRED (sexp) on any ship/fighter?
If not, that's what I would like to see in the code.
*Alpha wing, engage cloacking!*
*spoky cloacking sound as shis ripple and become allmost see-trough*
Did anyone ever get around to reimplementing Phreak's cloaking system?
I can think of a lot of mods who'd want to use that. TBP could use it for Shadow phase outs for a start and it goes without saying that Trek based mods could use it.
-
Originally posted by TrashMan
*spoky cloacking sound as shis ripple and become allmost see-trough*
You need to work on your spelling, kinda horrid at this point
-
Originally posted by Descenter
Hey one of my friends was talking to me today and was wondering if there was a way to "move" your pilot to a different ship if the ship you were piloting was destroyed. For instance: Alpha 1 is destroyed and is therefore put into Alpha 2's "eyes" and gains control of that fighter, and so on down the list until there are no more fighters left to pilot resulting in mission failure, or beat the mission.
Well, since we've got a player-use-ai sexp to have the ai take control of the player's craft, perhaps what we need to have is a player-control-ship sexp, that switches the player to another craft. The only problem might be that the game might want to continue to show the letterbox view and the quick start, flight deck, etc. options, as soon as the player's ship is destroyed. A sexp to disable and enable that screen is likely necessary, but that starts getting a little out of hand. I'm guessing that its a little too much of a job for such little demand (no offence).
As for cloaking, we'll first need it implimented for D3D. Now, Bob had it implimented, but lost the code. I think PhReAk was also waiting for Tertiaries to be implimented before making cloaking anything more than a cheat. That way, a cloaking device would be something that can be installed in a craft by the pilot rather than by default.
-
me waiting to implement tertiary weapons?
hell i need to worry about coding them :p
-
Originally posted by Trivial Psychic
Well, since we've got a player-use-ai sexp to have the ai take control of the player's craft, perhaps what we need to have is a player-control-ship sexp, that switches the player to another craft. The only problem might be that the game might want to continue to show the letterbox view and the quick start, flight deck, etc. options, as soon as the player's ship is destroyed. A sexp to disable and enable that screen is likely necessary, but that starts getting a little out of hand. I'm guessing that its a little too much of a job for such little demand (no offence).
Ok welll, just a thought, my friend will have to deal without, unless it does come out, however, and like you said, would be too much work for something so little. Anyhow, thanks for answering the questions.:cool:
Michael
-
What we need is the ability to control turrets! To switch from player view, to turret view, while AI controls the player ship!
-
Originally posted by Descenter
You need to work on your spelling, kinda horrid at this point
Crap! I really need to slow down and double-check what I've written!
-
Originally posted by Trivial Psychic
Well, since we've got a player-use-ai sexp to have the ai take control of the player's craft, perhaps what we need to have is a player-control-ship sexp, that switches the player to another craft. The only problem might be that the game might want to continue to show the letterbox view and the quick start, flight deck, etc. options, as soon as the player's ship is destroyed. A sexp to disable and enable that screen is likely necessary, but that starts getting a little out of hand. I'm guessing that its a little too much of a job for such little demand (no offence).
As for cloaking, we'll first need it implimented for D3D. Now, Bob had it implimented, but lost the code. I think PhReAk was also waiting for Tertiaries to be implimented before making cloaking anything more than a cheat. That way, a cloaking device would be something that can be installed in a craft by the pilot rather than by default.
I can understand where PhReAk is going, but currenly, we can make any ship stealty or invisible in FRED, so why not be able to make it claockable anyway?
alltough as a separate device for a player - yay!
-
Originally posted by Descenter
Hey one of my friends was talking to me today and was wondering if there was a way to "move" your pilot to a different ship if the ship you were piloting was destroyed. For instance: Alpha 1 is destroyed and is therefore put into Alpha 2's "eyes" and gains control of that fighter, and so on down the list until there are no more fighters left to pilot resulting in mission failure, or beat the mission. Naturally I knew that this was not possible in the original version of FS2, but then i got to thinking, and remembered the open source project most of you are working on, and how you could change in game items, like with Fred 2 Open, and making it just an option to use, and not having to use it in every mission. This would be something to consider trying if it is possible with the Open Source Code. Can present new campaign ideas as well. Anyhow, just a though, if it cant be possible, well then my friend will have to suffer.:D
Thanks, Michael
Actually has anybody else, thought of or submitted this idea before?
-
AFAIK This idea has been suggested for multiplay, but would be very difficult to get to work in that environment, but I don't think anyones suggested it for single-player before :)
-
Ok then how do you feel if i led a poll asking if anybody would like to have this idea?
It would be fun if this option was available.
-
Hmmmmmmm... To be honest, it's probably not worth doing a poll for the simple fact that regardless of the poll the SCP Guys can only implement what they are able to if you see what I mean?
I'm not a C++ coder myself, but I do know the coders are right in the roots of FS2 at the moment, trying to sort out some of the more low-level 'limitations' of the current engine (texture system etc), that's why we haven't seen many new Sexp's or other 'High level' stuff for a while, and rather have been getting things like multiple ship docking.
My suggestion would be to hang onto the idea for now, and the next time a feature request thread comes up, pop it in there ;)
-
cool thanks for the insight then
-
Your welcome, I just wish Gamespy would fix their bloody server clocks :(
-
is that what my posts for some reason is going above yours?
.....Like in this one too.....
-
Well, like Flipside said, we're focusing on very basic FS2 issues at the moment. This change sounds like something that could be very easy to do, or very hard to do, and not something that could be half-implemented.
-
It been a while since this thread has been posted, which is why I wanted to revive it to see if it is still not possible at this point to do this.
-
You obviously missed the thread where the cat was let out of the bag that not only was it possible but that MG already has a mission where we've done exactly that. :D
EDIT : Here's (http://www.hard-light.net/forums/index.php/topic,33335.0.html) the post in case you fancy reading up on it.