Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Getter Robo G on August 21, 2005, 02:32:33 am

Title: Suggestion from Robotech
Post by: Getter Robo G on August 21, 2005, 02:32:33 am
Change model sexp works fine BUT when you are doing massive missions it's a ***** to FRED.

Might I suggest a "change to secondary .pof or tritery .pof" option?

So when you hear the voice say all Units switch to Guardian mode you See your wing of VT's go to Gerwalk, and the Hovertanks hover mode, ect... Any hydrid unit is listed as it's core model as primary [Model] as normal in the table, but for models that will have other modes they become seconday or tritery options...  You don't need to know what each individual one is and it doesn't lock a particular unit in a mixed group into a not allowed one by defualt, plus makes mission creation with combined arms MUCH easier.

Most of the work is instead done by the tabling before hand.


ie:  I am in a standard vt and hit the (2) key I switch to Gerwalk mode, I hit the (3) key I go to Battloid mode, and hit the (1) key to return to fighter mode...  thsi is how it is currently Fredded and works fine BUT

What if I have other units besides VT's in my wing, now it gets compicated... the Fredding requirements go through the roof. I could end up with units using other units models by accident and mission creation goes from minutes to hours.

Also a "change Wing model" sexp would be great! Also to save time/

ie:  "beta wing switch to battloid mode and begin your assualt" - you see beta wing of shadow fighters go from their current mode to battloid and take off.  Instead of Freddign each individual teh wing command will change them all at once.
Title: Suggestion from Robotech
Post by: karajorma on August 21, 2005, 03:13:52 am
when-argument
-every-of
--LIST OF SHIPS IN MISSION
-and
--TRIGGER SEXP FOR CHANGING MODEL
--is-ship-class
---Veritech
-Change-Ship-Model
--Gerwalk

Repeat that for all your classes and you're laughing.

BTW you're probably going to run into horrible problems sooner or later using the 1-4 keys cause they don't reset very well at the moment.
Title: Suggestion from Robotech
Post by: Unknown Target on August 23, 2005, 12:29:26 am
Isn't it automatic though? I know that in some early build...oh wait...that was by r0nin, I think, crap. r0nin, a coder that used to work for the RT mod, actually made a "change ship" code thing, except it would just change the model to the one right below it in the table file. All you had to do was bind a key to the "change ship" in the controller setup. That's how I remember it, anyway. I'm not sure if thats how it was though.
Title: Suggestion from Robotech
Post by: WMCoolmon on August 23, 2005, 12:38:41 am
This is another instance where campaign-wide SEXPs would be useful...*points this out to Goober for possible inclusion in his Semi-Secret Project. :p*
Title: Suggestion from Robotech
Post by: Goober5000 on August 23, 2005, 12:45:18 am
Quote
Originally posted by Unknown Target
Isn't it automatic though? I know that in some early build...oh wait...that was by r0nin, I think, crap. r0nin, a coder that used to work for the RT mod, actually made a "change ship" code thing, except it would just change the model to the one right below it in the table file. All you had to do was bind a key to the "change ship" in the controller setup. That's how I remember it, anyway. I'm not sure if thats how it was though.
It's not automatic, and it has to use the same method as the sexp code anyway.
Quote
Originally posted by WMCoolmon
This is another instance where campaign-wide SEXPs would be useful...*points this out to Goober for possible inclusion in his Semi-Secret Project. :p*
You'll have to be more specific.  I know about too many semi-secret projects. :p
Title: Suggestion from Robotech
Post by: WMCoolmon on August 23, 2005, 12:50:26 am
The one that uses wxWidgets. :p
Title: Suggestion from Robotech
Post by: Goober5000 on August 23, 2005, 01:09:39 am
Quote
Originally posted by WMCoolmon
The one that uses wxWidgets. :p
Ugh... that's just the GUI, and probably won't have anything to do with changing the underlying structure of the game.

There really aren't that many people willing to work on it anyway, so progress isn't going to happen quickly. :p
Title: Suggestion from Robotech
Post by: karajorma on August 23, 2005, 12:36:30 pm
Quote
Originally posted by WMCoolmon
This is another instance where campaign-wide SEXPs would be useful...*points this out to Goober for possible inclusion in his Semi-Secret Project. :p*



Colour me surprised. Not just persistent variables but persistent SEXPs too?

Hmmmm. I have a lot of that sort of stuff going on in SoR so it would be very nice to just have the SEXPs I use for certain things be campaign persistent.

Then again it's not like I find the current method of simply loading the previous mission and deleting everything I don't want troublesome :D
Title: Suggestion from Robotech
Post by: Cobra on August 24, 2005, 04:56:16 pm
Quote
Originally posted by karajorma
BTW you're probably going to run into horrible problems sooner or later using the 1-4 keys cause they don't reset very well at the moment.


Which is why you have g, shift+g, and alt+g. :p
Title: Suggestion from Robotech
Post by: karajorma on August 24, 2005, 05:15:58 pm
Not sure I follow you Cobra.