Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Starman01 on March 18, 2006, 08:03:47 am

Title: A question regarding the techroom entries
Post by: Starman01 on March 18, 2006, 08:03:47 am
Hi,

I got a question regarding adding entries to the techroom. I have a enemy ship in my ships.tbl that I want to appear in the techroom only after the 4th mission has been successfully completed. For the beginning, it didn't get the "in techdata base" flag, but how can I add it to the techroom later on ? Must this be done in the campaign file ?

Thanks for the help :)

Starman
Title: Re: A question regarding the techroom entries
Post by: knn on March 18, 2006, 08:11:26 am
Use the tech-add-ship sexp in an event that's triggered at the end of the mission (I think :v: used has departed alpha 1 in FS2)
Title: Re: A question regarding the techroom entries
Post by: karajorma on March 18, 2006, 08:16:12 am
Yep. If you're using retail (I know Starman isn't but for anyone who is) you'll have to type the name of the SEXP in manually because it's hidden.
Title: Re: A question regarding the techroom entries
Post by: Starman01 on March 18, 2006, 08:34:43 am
Hm, strange. That's what I thought and made in the first place, but it didn't worked very well to be honest. I have to doublecheck that again.
Title: Re: A question regarding the techroom entries
Post by: Starman01 on March 19, 2006, 07:50:45 am
Hm, no, it's not working. What I did is the following :

Created an SEXP

Code: [Select]
-has departed delay
      -0
      - Alpha 2(Playership)
   -tech add ships
       zartoth

I created a new pilotfile, to ensure the techrooms has been reseted. However, I didn't played the mission the campaign-way, since it's the fourth. But I activated all missions using the -allslev flag, and while playing the SEXP should still be executed, right ?

Before I had the SEXP a little different, I didn't used "has departed delay", but triggered some other event that ensures the mission has been sucessfully finished. It didn't worked playing the campaign-way either.

Any Ideas ?
Title: Re: A question regarding the techroom entries
Post by: karajorma on March 19, 2006, 09:03:52 am
tech-add-ships will only have an effect when used in a campaign. Make yourself another campaign file with this mission as the first one and you should see it working.