Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Starman01 on March 18, 2006, 08:03:47 am
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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
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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)
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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.
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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.
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Hm, no, it's not working. What I did is the following :
Created an SEXP
-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 ?
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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.