Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Black Wolf on June 06, 2006, 05:08:58 am

Title: Ready, Steady, FRED!
Post by: Black Wolf on June 06, 2006, 05:08:58 am
I have a theory, and, like any good scientist, I beleive that that theory should be tested experimentally. I thought other people might be interested to know what I'm doing, and might even choose to replicate it.

My theory is this: That a halfway decent mission, with a briefing, debriefing, messages, background, plotline and action can be created within thirty minutes, and then posted up to be ripped apart :D.

My predictions are thus:



I'm going to press submit on this message and then go straight into FRED. I haven't written any dialogue, any of the briefings anything like that. The timestamps on this post and the next post will be no greater than 35 minutes (the extra time allocated for uploading and general fiddling around outside of FRED.

I'd also be very interested to see what anyone else might come up with under similar circumstances.

Anyway, wish me luck. :)
Title: Re: Ready, Steady, FRED!
Post by: Colonol Dekker on June 06, 2006, 05:44:31 am
Good luck, 11:44 is the ETA .........
 :yes:
Title: Re: Ready, Steady, FRED!
Post by: Black Wolf on June 06, 2006, 05:48:45 am
Damn, went over. Erm, can't attatch files in this forum? Crap, will post somewhere where I can.
Title: Re: Ready, Steady, FRED!
Post by: Colonol Dekker on June 06, 2006, 05:50:46 am
great effort trhough... 

Why note just post the code up, then we can save it in notepad and rename the extension to .FS2.... :D
Title: Re: Ready, Steady, FRED!
Post by: Black Wolf on June 06, 2006, 05:52:21 am
I'm going to have to. there seems to be nowhere I can post attachments, even in the releasing missions sub-forum.

[EDIT]Anyway, looks like... 36 minutes - make it 35 because FRED cocked up and eliminated the first page of my briefing.

Man. That's a lot harder than you'd think. Even with the import background button I'm way, way short of anything resembling a finished mission. I never even playtested once - there could be a show stopping bug anywhere in that mission. In fact, I strongly suspect there is one... I don't recall giving the Brittania orders to attack the Lilith... ruh roh.

That said, it is a lot of fun. :D


Code: [Select]
#Mission Info

$Version: 0.10
$Name:  XSTR("Dealing Death", -1)
$Author: Black Wolf
$Created: 06/06/06 at 18:09:06
$Modified: 06/06/06 at 18:47:22
$Notes:
This is a FRED2_OPEN created mission.
$End Notes:

$Mission Desc:
 XSTR("Put mission description here
", -1)
$end_multi_text

+Game Type Flags: 1

+Flags: 128

+Disallow Support: 0

+Hull Repair Ceiling: 0.000000

+Subsystem Repair Ceiling: 100.000000

+Viewer pos: -2131.150146, 14942.583008, 2884.187744
+Viewer orient:
1.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000,
0.000000, -1.000000, 0.000000


#Command Briefing

#Briefing
$start_briefing
$num_stages: 3
$start_stage
$multi_text
 XSTR("The $r SCv $r Siska is a $b Moloch class corvette that slipped through our blockade and managed to enter $b Epsilon $b Pegasi. We've only recently managed to find iot on sensors and have tracked it moving towards the subspace node with Polaris. What it wants there, we can't be sure, but if it escapes into the next system, we may not be able to track it again for even more time, allowing it to do considerable damage. As such, Allied Command has tasked us with its destruction before it escapes EP.", -1)
$end_multi_text
$voice: none.wav
$camera_pos: -2131.150146, 14942.583008, 2884.187744
$camera_orient:
1.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000,
0.000000, -1.000000, 0.000000
$camera_time: 500
$num_lines: 0
$num_icons: 2
$Flags: 0
$Formula: ( true )
$start_icon
$type: 28
$team: Hostile
$class: SCv Moloch
$pos: 852.731384, 0.000009, 2668.681152
$label: SCv Siska
+id: 1
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 33
$team: Friendly
$class: GTNB Pharos
$pos: -5019.822266, -0.002664, 2884.187744
$label: Polaris
+id: 2
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("With the fleet massing to assault the $r Shivans in $b Capella, allied command has re-prioritized the vessels that would have made up the $b EP - $b Polaris node blockade. As a result, we're going to be co-ordinating only with a single vessel - the $b Deimos Class $g GTCv $g Britannia.", -1)
$end_multi_text
$voice: none.wav
$camera_pos: -2131.150146, 14942.583008, 2884.187744
$camera_orient:
1.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000,
0.000000, -1.000000, 0.000000
$camera_time: 500
$num_lines: 0
$num_icons: 2
$Flags: 0
$Formula: ( true )
$start_icon
$type: 28
$team: Hostile
$class: SCv Moloch
$pos: 852.731384, 0.000009, 2668.681152
$label: SCv Siska
+id: 1
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 33
$team: Friendly
$class: GTNB Pharos
$pos: -5019.822266, -0.002664, 2884.187744
$label: Polaris
+id: 2
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$start_stage
$multi_text
 XSTR("Two wings of fighters, including your own, will join the Britannia and one wing of bombers to eliminate this threat before it escapes into Polaris", -1)
$end_multi_text
$voice: none.wav
$camera_pos: -1831.955811, 13534.765625, 428.391724
$camera_orient:
1.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000,
0.000000, -1.000000, 0.000000
$camera_time: 500
$num_lines: 0
$num_icons: 6
$Flags: 0
$Formula: ( true )
$start_icon
$type: 28
$team: Hostile
$class: SCv Moloch
$pos: 852.731384, 0.000009, 2668.681152
$label: SCv Siska
+id: 1
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 33
$team: Friendly
$class: GTNB Pharos
$pos: -5019.822266, -0.002664, 2884.187744
$label: Polaris
+id: 2
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 1
$team: Friendly
$class: GTF Myrmidon
$pos: -3052.738525, -0.000020, 799.934326
$label: Gamma
+id: 3
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 17
$team: Friendly
$class: GTB Artemis
$pos: -783.674866, -0.000356, 229.351044
$label: Beta
+id: 4
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 1
$team: Friendly
$class: GTF Hercules Mark II
$pos: -1885.033325, -0.000432, -1124.125488
$label: Alpha
+id: 5
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$start_icon
$type: 28
$team: Friendly
$class: GTCv Deimos
$pos: 2334.628906, 0.000383, 388.583588
$label: GTCv Britannia
+id: 6
$hlight: 0
$mirror: 0
$multi_text
$end_multi_text
$end_icon
$end_stage
$end_briefing

#Debriefing_info

$Num stages: 5

$Formula: ( not
   ( destroyed-or-departed-delay
      0
      "SCv Siska"
   )
)
$Multi text
    XSTR("Pilot, you left the field of battle before being authorized to do so, potentially dooming your fellow pilots, and the crew of the Britannia.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("Do not leave the battlefield before being ordered to do so.", -1)
$end_multi_text

$Formula: ( is-destroyed-delay 0 "SCv Siska" )
$Multi text
    XSTR("Well done Pilots. The Siska was destroyed, and a possible tragedyt was averted.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("", -1)
$end_multi_text

$Formula: ( has-departed-delay 0 "SCv Siska" )
$Multi text
    XSTR("The escape of the Siska represents a potentially dangerous loss to the GTVA. We have no idea what its plans are in Polaris, and it will inevitably do considerable damage before we can track it again. Your failure here may well cost the alliance deeply.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("", -1)
$end_multi_text

$Formula: ( is-destroyed-delay
   0
   "GTCv Britannia"
)
$Multi text
    XSTR("The destruction of the Britannia is a crushing blow to the Alliance, especially now, when we can ill afford to lose ships.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("Destroy enemy beam turrets as early as possible to give the Britannia the greatest chance.", -1)
$end_multi_text

$Formula: ( is-destroyed-delay 0 "SC Tyrant" )
$Multi text
    XSTR("The destruction of the Tyrant was extremely good work under trying circumstances. Well done, pilots.", -1)
$end_multi_text
$Voice: none.wav
$Recommendation text:
    XSTR("", -1)
$end_multi_text

#Players ;! 1 total

$Starting Shipname: Beta 1
$Ship Choices: (
"GTF Hercules Mark II" 4
"GTF Perseus" 4
"GVF Ptah" 5
)

+Weaponry Pool: (
"Subach HL-7" 108
"Akheton SDG" 16
"Prometheus R" 32
"Rockeye" 520
"Tempest" 1140
"Hornet" 900
"Tornado" 564
"Harpoon" 628
"Trebuchet" 20
"Piranha" 16
"Stiletto II" 20
"EMP Adv." 100
)

#Objects ;! 27 total

$Name: Beta 1 ;! Object #0
$Class: GTF Myrmidon
$Team: Friendly
$Location: 230.127991, -0.000079, -1746.963989
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: Stay Near
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "cargo-known" "ignore-count" "player-start" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 8

$Name: SCv Siska ;! Object #1
$Class: SCv Moloch
$Team: Hostile
$Location: 852.700012, 0.000000, 2668.699951
$Orientation:
0.030857, 0.000000, 0.999524,
0.000000, 1.000000, 0.000000,
-0.999524, 0.000000, 0.030857
$AI Behavior: None
$AI Goals: ( goals ( ai-waypoints-once "Waypoint path 1" 69 ) ( ai-warp-out 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09
+Subsystem: turret10
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
+Subsystem: turret14
+Subsystem: turret15
+Subsystem: turret16
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 1 ;! note that this is a bitfield!!!
+Group: 0
+Score: 440

$Name: Krishna 1 ;! Object #2
$Class: SF Basilisk
$Team: Hostile
$Location: 1113.553223, 0.000360, 2416.121094
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 12

$Name: Krishna 2 ;! Object #3
$Class: SF Basilisk
$Team: Hostile
$Location: 1171.875854, 0.000390, 2480.342285
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 12

$Name: Krishna 3 ;! Object #4
$Class: SF Basilisk
$Team: Hostile
$Location: 1112.279053, 0.000376, 2552.394043
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 12

$Name: Krishna 4 ;! Object #5
$Class: SF Basilisk
$Team: Hostile
$Location: 1048.577148, 0.000436, 2459.912109
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 12

$Name: GTCv Britannia ;! Object #6
$Class: GTCv Deimos
$Team: Friendly
$Location: -339.904907, 0.000080, -2073.256348
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-chase "SCv Siska" 50 ) ( ai-chase "SC Tyrant" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09
+Subsystem: turret10
+Subsystem: turret11
+Subsystem: turret12
+Subsystem: turret13
+Subsystem: turret14
+Subsystem: turret15
+Subsystem: turret16
+Subsystem: turret17
+Subsystem: turret18
+Subsystem: turret19
+Subsystem: turret20
+Subsystem: turret21
+Subsystem: turret22
+Subsystem: turret23
+Subsystem: turret24
+Subsystem: turret25
+Subsystem: turret26
$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "ignore-count" "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 1 ;! note that this is a bitfield!!!
+Group: 0
+Score: 800

$Name: Beta 2 ;! Object #7
$Class: GTF Myrmidon
$Team: Friendly
$Location: 178.827972, -0.000061, -1825.893188
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: Stay Near
$AI Goals: ( goals ( ai-guard "GTCv Britannia" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "ignore-count" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 14

$Name: Beta 3 ;! Object #8
$Class: GTF Myrmidon
$Team: Friendly
$Location: 236.100342, -0.000082, -1847.977173
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: Stay Near
$AI Goals: ( goals ( ai-guard "GTCv Britannia" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "ignore-count" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 14

$Name: Beta 4 ;! Object #9
$Class: GTF Myrmidon
$Team: Friendly
$Location: 203.708221, -0.000140, -1803.451172
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: Stay Near
$AI Goals: ( goals ( ai-guard "GTCv Britannia" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "ignore-count" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 14

$Name: Gamma 1 ;! Object #10
$Class: GTB Zeus
$Team: Friendly
$Location: 320.322510, -0.000064, -2181.189453
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-chase "SCv Siska" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "ignore-count" "locked" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 10

$Name: Gamma 2 ;! Object #11
$Class: GTB Zeus
$Team: Friendly
$Location: 302.925964, -0.000085, -2234.391602
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-chase "SCv Siska" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "ignore-count" "locked" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 10

$Name: Gamma 3 ;! Object #12
$Class: GTB Zeus
$Team: Friendly
$Location: 271.696228, -0.000107, -2171.527832
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-chase "SCv Siska" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "ignore-count" "locked" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 10

$Name: Gamma 4 ;! Object #13
$Class: GTB Zeus
$Team: Friendly
$Location: 290.386414, -0.000089, -2125.302734
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-chase "SCv Siska" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "ignore-count" "locked" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 10

$Name: Alpha 1 ;! Object #14
$Class: GTF Hercules Mark II
$Team: Friendly
$Location: 470.902771, -0.000068, -2115.146484
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-guard-wing "Gamma" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "ignore-count" "locked" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 12

$Name: Alpha 2 ;! Object #15
$Class: GTF Hercules Mark II
$Team: Friendly
$Location: 435.722900, -0.000095, -2174.757324
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-guard-wing "Gamma" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "ignore-count" "locked" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 12

$Name: Alpha 3 ;! Object #16
$Class: GTF Hercules Mark II
$Team: Friendly
$Location: 469.645813, -0.000081, -2206.548340
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-guard-wing "Gamma" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "ignore-count" "locked" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 12

$Name: Alpha 4 ;! Object #17
$Class: GTF Hercules Mark II
$Team: Friendly
$Location: 453.673584, -0.000099, -2148.652832
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-guard-wing "Gamma" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "ignore-count" "locked" )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 12

$Name: SC Tyrant ;! Object #18
$Class: SC Lilith
$Team: Hostile
$Location: -1257.886353, -0.000095, -2405.657471
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$AI Goals: ( goals ( ai-chase "GTCv Britannia" 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
+Subsystem: turret01
+Subsystem: turret02
+Subsystem: turret03
+Subsystem: turret04
+Subsystem: turret05
+Subsystem: turret06
+Subsystem: turret07
+Subsystem: turret08
+Subsystem: turret09
$Arrival Location: Hyperspace
$Arrival Cue: ( > 41 ( hits-left "SCv Siska" ) )
$Departure Location: Hyperspace
$Departure Cue: ( destroyed-or-departed-delay
   0
   "SCv Siska"
)
$Determination: 10
+Flags: ( "no-shields" )
+Flags2: ( )
+Respawn priority: 0
+Orders Accepted: 1 ;! note that this is a bitfield!!!
+Group: 0
+Score: 210

$Name: Daeva 1 ;! Object #19
$Class: SF Astaroth
$Team: Hostile
$Location: 1471.407349, 0.000006, 3163.429932
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 13

$Name: Daeva 2 ;! Object #20
$Class: SF Astaroth
$Team: Hostile
$Location: 1441.493286, -0.000018, 3127.149170
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 13

$Name: Daeva 3 ;! Object #21
$Class: SF Astaroth
$Team: Hostile
$Location: 1440.449951, 0.000014, 3211.866699
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 13

$Name: Daeva 4 ;! Object #22
$Class: SF Astaroth
$Team: Hostile
$Location: 1485.699829, 0.000032, 3262.440918
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 13

$Name: Durga 1 ;! Object #23
$Class: SF Basilisk
$Team: Hostile
$Location: 1320.860474, 0.000147, 2930.880371
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 12

$Name: Durga 2 ;! Object #24
$Class: SF Basilisk
$Team: Hostile
$Location: 1265.782715, 0.000150, 2967.012695
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 12

$Name: Durga 3 ;! Object #25
$Class: SF Basilisk
$Team: Hostile
$Location: 1219.959351, 0.000128, 2922.299561
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 12

$Name: Durga 4 ;! Object #26
$Class: SF Basilisk
$Team: Hostile
$Location: 1264.685547, 0.000153, 2918.548828
$Orientation:
1.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 1.000000
$AI Behavior: None
$Cargo 1:  XSTR("Nothing", -1)
+Initial Velocity: 33
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( false )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( )
+Flags2: ( )
+Respawn priority: 0
+Group: 0
+Score: 12

#Wings ;! 6 total

$Name: Krishna
$Waves: 3
$Wave Threshold: 1
$Special Ship: 0 ;! Krishna 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Ships: ( ;! 4 total
"Krishna 1"
"Krishna 2"
"Krishna 3"
"Krishna 4"
)
$AI Goals: ( goals ( ai-chase "GTCv Britannia" 50 ) )
+Flags:( )
+Wave Delay Min: 8
+Wave Delay Max: 24

$Name: Beta
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0 ;! Beta 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Ships: ( ;! 4 total
"Beta 1"
"Beta 2"
"Beta 3"
"Beta 4"
)
+Hotkey: 1
+Flags:( )

$Name: Gamma
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0 ;! Gamma 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Ships: ( ;! 4 total
"Gamma 1"
"Gamma 2"
"Gamma 3"
"Gamma 4"
)
+Hotkey: 2
+Flags:( )

$Name: Alpha
$Waves: 1
$Wave Threshold: 0
$Special Ship: 0 ;! Alpha 1

$Arrival Location: Hyperspace
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Ships: ( ;! 4 total
"Alpha 1"
"Alpha 2"
"Alpha 3"
"Alpha 4"
)
+Hotkey: 0
+Flags:( )

$Name: Daeva
$Waves: 2
$Wave Threshold: 1
$Special Ship: 0 ;! Daeva 1

$Arrival Location: In front of ship
+Arrival Distance: 500
$Arrival Anchor: SCv Siska
$Arrival Cue: ( true )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Ships: ( ;! 4 total
"Daeva 1"
"Daeva 2"
"Daeva 3"
"Daeva 4"
)
$AI Goals: ( goals ( ai-guard "SCv Siska" 50 ) )
+Flags:( )
+Wave Delay Min: 3
+Wave Delay Max: 8

$Name: Durga
$Waves: 2
$Wave Threshold: 0
$Special Ship: 0 ;! Durga 1

$Arrival Location: Near Ship
+Arrival Distance: 1200
$Arrival Anchor: GTCv Britannia
$Arrival Cue: ( has-time-elapsed 0 )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Ships: ( ;! 4 total
"Durga 1"
"Durga 2"
"Durga 3"
"Durga 4"
)
$AI Goals: ( goals ( ai-disarm-ship "GTCv Britannia" 50 ) ( ai-chase-wing "Alpha" 50 ) )
+Flags: ( )
+Wave Delay Min: 2
+Wave Delay Max: 30

#Events ;! 17 total

$Formula: ( when
   ( is-destroyed-delay 0 "Daeva" )
   ( do-nothing )
)
+Name: Destroy Daeva
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Daeva", -1)
+Team: 0

$Formula: ( when
   ( is-destroyed-delay 0 "Krishna" )
   ( do-nothing )
)
+Name: Destroy Krishna
+Repeat Count: 1
+Interval: 1
+Objective:  XSTR("Destroy Krishna", -1)
+Team: 0

$Formula: ( when
   ( has-time-elapsed 2 )
   ( send-message
      "Alpha 1"
      "High"
      "Sighted Corvette"
   )
)
+Name: Sighted Corvette
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when
   ( has-arrived-delay 0 "SC Tyrant" )
   ( send-message
      "GTCv Britannia"
      "High"
      "Lillith arrives"
   )
)
+Name: Event name
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when
   ( true )
   ( validate-goal "Lillith" )
)
+Name: Val Lilith
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Team: 0

$Formula: ( when
   ( is-destroyed-delay
      0
      "GTCv Britannia"
   )
   ( send-message
      "#Command"
      "High"
      "Britannia down"
   )
)
+Name: Britannia down
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when
   ( key-pressed "Alt-J" )
   ( do-nothing )
)
+Name: Event name
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective:  XSTR("Return to base", -1)
+Objective key:  XSTR("Alt-J", -1)
+Team: 0

$Formula: ( when
   ( is-destroyed-delay
      0
      "SC Tyrant"
      "SCv Siska"
   )
   ( do-nothing )
)
+Name: Event name
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when
   ( key-pressed "Alt-J" )
   ( do-nothing )
)
+Name: Event name
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective:  XSTR("Return to Base", -1)
+Objective key:  XSTR("Alt-J", -1)
+Team: 0

$Formula: ( when
   ( is-destroyed-delay 0 "SCv Siska" )
   ( send-message-list
      "#Command"
      "High"
      "Siska Destroyed"
      0
   )
)
+Name: Siska down
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when
   ( and
      ( has-arrived-delay 15 "SC Tyrant" )
      ( not
         ( is-destroyed-delay
            0
            "GTCv Britannia"
         )
      )
   )
   ( send-message
      "GTCv Britannia"
      "High"
      "Sighted Corvette"
   )
)
+Name: Msg - Beam
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when
   ( is-subsystem-destroyed-delay
      "SC Tyrant"
      "turret01"
      0
   )
   ( do-nothing )
)
+Name: Event name
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective:  XSTR("Destroy Tyrants Main Beam", -1)
+Team: 0

$Formula: ( when
   ( is-destroyed-delay
      6
      "Krishna"
      "Daeva"
      "SCv Siska"
      "SC Tyrant"
      "Durga"
   )
   ( send-message
      "#Command"
      "High"
      "Congratulations"
   )
)
+Name: Event name
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when
   ( has-arrived-delay 6 "Durga" )
   ( send-message
      "#Command"
      "High"
      "Basil"
   )
)
+Name: Basil
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when
   ( is-destroyed-delay 0 "Durga" )
   ( do-nothing )
)
+Name: Event name
+Repeat Count: 1
+Interval: 1
+Chained: 0
+Objective:  XSTR("Destroy Durga", -1)
+Team: 0

$Formula: ( when
   ( > 50 ( hits-left "GTCv Britannia" ) )
   ( send-message
      "GTCv Britannia"
      "High"
      "Cover"
   )
)
+Name: Event name
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when
   ( has-departed-delay 0 "SCv Siska" )
   ( send-message
      "#Command"
      "High"
      "Escape"
   )
)
+Name: escape
+Repeat Count: 1
+Interval: 1
+Team: 0

#Goals ;! 3 total

$Type: Primary
+Name: Siska
$MessageNew:  XSTR("Destroy the SCv Siska", -1)
$end_multi_text
$Formula: ( is-destroyed-delay 0 "SCv Siska" )

$Type: Primary
+Name: Britannia
$MessageNew:  XSTR("Defend the GTCv Britannia", -1)
$end_multi_text
$Formula: ( has-departed-delay
   0
   "GTCv Britannia"
)

$Type: Secondary
+Name: Lillith
$MessageNew:  XSTR("Destroy SC Tyrant", -1)
$end_multi_text
$Formula: ( is-destroyed-delay 0 "SC Tyrant" )
+Invalid

#Waypoints ;! 1 lists total


$Jump Node: -5019.822266, -0.002664, 2884.187744
$Jump Node Name: Polaris
$Name: Waypoint path 1
$List: ( ;! 1 points in list
( -5149.611328, 0.000198, 2854.001221 )
)

#Messages ;! 217 total


$Name: Sighted Corvette

$Team: -1
$MessageNew:  XSTR("We have the Corvette sighted, 5 clicks from the jump node.", -1)
$end_multi_text
+AVI Name: Head-TP2

$Name: Lillith arrives

$Team: -1
$MessageNew:  XSTR("Command! We have a Shivan cruiser, designation Tyrant, off our stern! We weren't briefed about any Lilith!", -1)
$end_multi_text
+AVI Name: Head-CM3

$Name: Britannia down

$Team: -1
$MessageNew:  XSTR("The Britannia is down! All pilots, abort mission!", -1)
$end_multi_text
+AVI Name: Head-CM2

$Name: Siska Destroyed

$Team: -1
$MessageNew:  XSTR("Well done! The Siska is going down! Stand clear of the Shockwave!", -1)
$end_multi_text
+AVI Name: Head-CM2

$Name: Beam

$Team: -1
$MessageNew:  XSTR("That cruisers main beam will tear us apart! We need it taken out, now!", -1)
$end_multi_text
+AVI Name: Head-CM3

$Name: Lillith dead

$Team: -1
$MessageNew:  XSTR("The SC Tyrant has been eliminated! Well done!", -1)
$end_multi_text
+AVI Name: Head-CM2

$Name: Congratulations

$Team: -1
$MessageNew:  XSTR("Excellent work! Return to base pilots, mission successful!", -1)
$end_multi_text
+AVI Name: Head-CM2

$Name: Basil

$Team: -1
$MessageNew:  XSTR("Those Basilisks are heading for the Britannia. Stop them before they can do any damage.", -1)
$end_multi_text
+AVI Name: Head-CM2

$Name: Cover

$Team: -1
$MessageNew:  XSTR("We're losing hull integrity fast Command! We need assistance!", -1)
$end_multi_text
+AVI Name: Head-CM3

$Name: Escape

$Team: -1
$MessageNew:  XSTR("<put description here>", -1)
$end_multi_text

#Reinforcements ;! 0 total


#Background bitmaps ;! 19 total

$Num stars: 500
$Ambient light level: 0
$Sun: SunWhite
+Angles: 0.244346 0.000000 5.445423
+Scale: 0.300000
$Starbitmap: nebulC1-main
+Angles: 0.000000 0.000000 0.000000
+ScaleX: 4.000000
+ScaleY: 4.000000
+DivX: 4
+DivY: 4
$Starbitmap: nebulC10-whisp
+Angles: 0.174533 4.712385 0.349066
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 1
+DivY: 1
$Starbitmap: nebulC3-whisp
+Angles: 0.296706 1.570795 0.000000
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 2
+DivY: 2
$Starbitmap: nebulC14-whisp
+Angles: 5.497783 0.000000 0.000000
+ScaleX: 4.000000
+ScaleY: 4.000000
+DivX: 3
+DivY: 3
$Starbitmap: nebulE12-whisp
+Angles: 5.427970 0.191986 0.122173
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 2
+DivY: 2
$Starbitmap: nebulC11-whisp
+Angles: 5.253437 5.969021 0.157080
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 1
+DivY: 1
$Starbitmap: nebulC9-whisp
+Angles: 0.000000 0.000000 2.181660
+ScaleX: 5.000000
+ScaleY: 5.000000
+DivX: 5
+DivY: 5
$Starbitmap: nebulC13-whisp
+Angles: 5.881755 0.000000 0.069813
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 3
+DivY: 3
$Starbitmap: nebulC2-main
+Angles: 5.986475 0.000000 0.000000
+ScaleX: 2.000000
+ScaleY: 2.000000
+DivX: 2
+DivY: 2
$Starbitmap: nebulC11-whisp
+Angles: 5.742129 0.000000 0.191986
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 3
+DivY: 3
$Starbitmap: nebulC14-whisp
+Angles: 6.178461 0.000000 0.314159
+ScaleX: 4.000000
+ScaleY: 4.000000
+DivX: 3
+DivY: 3
$Starbitmap: nebulC5-whisp
+Angles: 5.724676 0.000000 0.383972
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 4
+DivY: 2
$Starbitmap: nebulC13-whisp
+Angles: 0.000000 0.000000 2.443459
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 3
+DivY: 2
$Starbitmap: nebulC8-whisp
+Angles: 0.000000 0.000000 2.007127
+ScaleX: 2.000000
+ScaleY: 2.000000
+DivX: 3
+DivY: 3
$Starbitmap: nebulC12-whisp
+Angles: 0.191986 0.000000 2.181660
+ScaleX: 5.000000
+ScaleY: 5.000000
+DivX: 4
+DivY: 4
$Starbitmap: nebulF3-whisp
+Angles: 5.532690 5.515236 6.248274
+ScaleX: 1.000000
+ScaleY: 1.000000
+DivX: 3
+DivY: 3
$Starbitmap: nebulC13-whisp
+Angles: 0.000000 0.000000 2.967057
+ScaleX: 4.000000
+ScaleY: 4.000000
+DivX: 3
+DivY: 3
$Starbitmap: nebulC9-whisp
+Angles: 0.000000 0.000000 2.914698
+ScaleX: 4.000000
+ScaleY: 4.000000
+DivX: 3
+DivY: 3
$Starbitmap: nebulC11-whisp
+Angles: 6.178461 0.523598 2.722712
+ScaleX: 3.000000
+ScaleY: 3.000000
+DivX: 3
+DivY: 3

#Asteroid Fields

#Music

$Event Music: None
$Briefing Music: Brief2

#End

Title: Re: Ready, Steady, FRED!
Post by: Colonol Dekker on June 06, 2006, 06:00:36 am
Im at work at the mo so cant try it yet, but the code alone seems to indicate a solid mission.
Two target wing directives, and one to kill the main beam i can see. Good variety in messaging.
Did you add music?
Title: Re: Ready, Steady, FRED!
Post by: Black Wolf on June 06, 2006, 06:08:05 am
Nope. One more thing on the list of things I forgot. Tis particularly annoying since I went into the mission statistics editor to change the mission title. Oh well, that's what you get when there's no time to run a checklist. :)
Title: Re: Ready, Steady, FRED!
Post by: Colonol Dekker on June 06, 2006, 06:11:46 am
It caught my eye right art the bottom of the page, For half an hour we cant moan, The BG "whisps" custom?

I feel a ten minute challenge coming up....
Title: Re: Ready, Steady, FRED!
Post by: Black Wolf on June 06, 2006, 06:16:40 am
Oh deary, deary me. Well, I ran through it, and while the Balance is OK, I forgot to delay the arrival of Durga wing, and the Lillith never arrives, screwing things over quite a bit in the actual challenge department - you can more or less sit back and let the Deimos do the work :(.

It's probably 5 minutes worth of fixing, but its five minutes I didn't have.

Definitely an interesting exercise though.

[EDIT]More errors - didn't use the escort list, one of my messages is the wrong one, another message still has <put description here> and isn't linked to an RTB directive like it's supposed to be (if the Moloch escapes).
Title: Re: Ready, Steady, FRED!
Post by: Colonol Dekker on June 06, 2006, 06:22:21 am
Try upping it to 40 minutes, not inclusive of upload etc....
Loads of time :D
Title: Re: Ready, Steady, FRED!
Post by: Black Wolf on June 06, 2006, 06:29:52 am
I might do a repaired version so as to show what it was meant to be like, but changing the parameters would muddy the waters if anyone else tried to replicate it (the 30 minute mission).
Title: Re: Ready, Steady, FRED!
Post by: Colonol Dekker on June 06, 2006, 06:35:16 am
Cool, we'll have to set a challenge,
rough example on acceptable parameter
within 30 mins
1- a mission type, Ie defend the convoy, assault the cruiser, etc
2- a minimum limit on messages ie- 10 (debateable)
3- directives
4-1 goals - 1 primary, 2 secondary, 1 bonus goals
at least a 2 stage brief,
command brief 1 stage minimum.
Title: Re: Ready, Steady, FRED!
Post by: Black Wolf on June 06, 2006, 06:51:15 am
It's not meant to be a competition with rules and suchlike. It's more of a personal challenge. How good a mission can you personally produce in 30 minutes?

For me, based on the number of errors and suchlike, the answer seems to be "Not very" :D, though I think that has as much to do with my trying to do too much in half an hour and not having time to run a final checklist.
Title: Re: Ready, Steady, FRED!
Post by: Shade on June 06, 2006, 07:00:00 am
Yeah, it definitely depends on the complexity you try for. Making a simple strike mission where you just take a single wing and wipe out a container depot and some defenders would be a lot easier to do in that time frame than anything involving capship combat, disarming etc, which tends to need a greater degree of scripting and testing to work right.
Title: Re: Ready, Steady, FRED!
Post by: Colonol Dekker on June 06, 2006, 07:06:31 am
Dangit, as soon as i get Broadband sorted out at my home, Im gonna attempt the
"30 min Black Wolf FRED2 Mission master marathon."
Title: Re: Ready, Steady, FRED!
Post by: Goober5000 on June 06, 2006, 08:47:32 am
Excellent idea, BW. :)
Title: Re: Ready, Steady, FRED!
Post by: karajorma on June 06, 2006, 10:30:14 am
You gave yourself the luxury of 30 minutes? I once wrote 4 dogfight missions in that time :p

Seriously though if we're talking about missions with proper events and all this becomes a fairly nice challenge actually. Had you actually planned the mission at all in any way (like an inkling of a plotline) or did you go into it completely cold?
Title: Re: Ready, Steady, FRED!
Post by: Shade on June 06, 2006, 11:05:12 am
Came up with a decent mission idea, so lets do this. Start the timer.
Title: Re: Ready, Steady, FRED!
Post by: Colonol Dekker on June 06, 2006, 11:06:38 am
17:40 eta..............
Title: Re: Ready, Steady, FRED!
Post by: Shade on June 06, 2006, 11:39:39 am
Goddamn that's tough. Its uploading now... but I'm not at all happy with the result :p

[Edit] Meh, FileH went dead on me... and can't attach anywhere I can find. Looking for an alternative.

[Edit2] Here we go. http://rapidshare.de/files/22373421/Hammer_timetrial_.zip.html

[Edit 3] I'm actually rather embarresed by that mission... 30 minutes is much less once you try it than I thought before heh. I think I'll spend some more time on it later just to show what I actually had in mind if I'd had the time.

Anyway, there are a few things I can recommend for others trying this: Import background is a must - I just picked the first of Singh's premade sets without really giving it any thought. Scramble lets you not worry about the loadout editor at all, saves a little time. And for the love of god don't be ambitious... I tried and failed utterly.
Title: Re: Ready, Steady, FRED!
Post by: Shade on June 06, 2006, 12:30:01 pm
Couple of playthroughs and my impression is... Ick. No briefing or event music. Missed a secondary goal I had planned. Everything has player orders enabled. The hostile fighters at the end don't launch from the fighterbay as I wanted them to. Briefing icons are mislabeled. There's no recommendation text nor stages for alternate outcomes in the debriefing. Non-existant mission chatter. But the background looks nice :p

And that's just the most obvious stuff.
Title: Re: Ready, Steady, FRED!
Post by: Black Wolf on June 06, 2006, 02:56:08 pm
You gave yourself the luxury of 30 minutes? I once wrote 4 dogfight missions in that time :p

Seriously though if we're talking about missions with proper events and all this becomes a fairly nice challenge actually. Had you actually planned the mission at all in any way (like an inkling of a plotline) or did you go into it completely cold?

Almost completely cold. I got the idea when I was making a really quick mission with one of TIs shivan capships just because I wanted to fly against it, so I guess the germ of type of mission I was going to make (Help bombers take out a Shivan capship) was already in my mind, but beyond that, nothing.
If you have a look at the mission you can see how bland and generic it is - just an excuse to have a capital ship assault, and a Lillith that turns up (or at least, was supposed to turn up ;)) for no logically justifiable reason.

Shade: It is a lot shorter than it sounds isn't it :D Scramble was a good idea - I probably wasted a good two minutes unchecking ships and weapons I didn't want available (Doesn't sound like much, but that's six and a half percent of total mission development time basically wasted :D)

To anyone else doing this, I'd add my own tips to Shade's:
Do your ships first, then do the rest of it according to a priority list (Maybe briefing, then your debrief, then your mission goals, then in mission objectives, then use whatever time you have left to do the fluff (import BG, mission chatter, assigning wingmen, music, a title etc. etc.)

Set a timer with multiple indicators, say one every ten minutes, so you know when you're running short. I looked at the clock at 20 minutes and realized I had tonnes still to do, which is probably why I had so many bugs.



Anyway, here's my mission with (most) of the bugs repaired, but no additional content.

http://rapidshare.de/files/22387974/30Min_Repaired.fs2.html

If I was making this as a serious mission I'd like to add a few things, like praise if you're clever and manage to disable the moloch, and a few more shivan fighters so there's a more credible threat to the Britannia prior to the arrival of the Tyrant. But I'm not, so I wont :D
Title: Re: Ready, Steady, FRED!
Post by: Shade on June 06, 2006, 06:43:56 pm
And here's a fixed up version of mine: http://rapidshare.de/files/22405223/Hammer_fixed.zip.html

Not perfect, but it shows how much just an extra half hour of work can do when you know what needs fixing the most :)
Title: Re: Ready, Steady, FRED!
Post by: CP5670 on June 06, 2006, 11:05:08 pm
Very impressive. I can't even imagine how it's possible to make a mission in 30 minutes though. It usually takes me around eight hours (spread out over a week or so) to plan out and make one from scratch, and then 4 to 6 more hours of playtesting to completely work out all the bugs and balancing issues.

Those actually don't look too bad considering how fast they were made. Much better than what I could do with that sort of time limit (I doubt I would have anything more than the ships placed by that point, forget about any events :p).
Title: Re: Ready, Steady, FRED!
Post by: karajorma on June 07, 2006, 04:04:23 am
I used to be very fast at FREDding when I first started but I've slowed down as I got better (ironic huh? You're supposed to get quicker at doing the same task once you get better).

I'd be interested in seeing how much I could achieve in 30 minutes. I'll have to try this at some point. It does look like fun :)
Title: Re: Ready, Steady, FRED!
Post by: Shade on June 08, 2006, 04:40:13 pm
It was pretty fun actually to have a serious go at FRED again. Inspiring, even. It'd been a long time since I'd done anything with it besides experimenting with new SEXPs/features or solving other people's problems, and making a full mission that's actually playable (if only just barely, for non-repaired one :p) does give a nice sense of satisfaction. I feel like doing a mini-campaign now... maybe even using a rebuilt and improved version of the 30min disaster as one of the missions :)
Title: Re: Ready, Steady, FRED!
Post by: Setekh on June 11, 2006, 08:08:02 am
I used to be very fast at FREDding when I first started but I've slowed down as I got better (ironic huh? You're supposed to get quicker at doing the same task once you get better).

Oh I don't know, back in the rendering days, my earlier works all came out in less than an hour because I simply ran out of things to improve after working at an image for that long. Eventually my repertoire grew, my standards heightened, and I stopped whenever I saw fit (which, inevitably, was far later than when I had less skill). I guess it works both ways. :)
Title: Re: Ready, Steady, FRED!
Post by: Shade on June 11, 2006, 11:57:50 am
I'd agree with that. It's simply a matter of becoming more of a perfectionist as you get better. At first you just throw some ships and events in there and think "Hey, this is a pretty cool mission", and then proceed to play it and enjoy the explosions. Later you tend to think "Decent... but I think this briefing icon is off by a few millimeters, I could use some more wingman chat during the lulls, and maybe a few bonus goals for dedicated players to chase. Oh, and the background needs to be completely redone to suit the mood of the campaign".

Takes forever to finish once you start nitpicking your own missions.
Title: Re: Ready, Steady, FRED!
Post by: CP5670 on June 12, 2006, 03:32:15 pm
I know that feeling very well. :D I think I have always been a slowpoke to some degree, ever since I started making FS1 missions eight years ago, but now it's quite a rare day when I can call a mission totally completed.
Title: Re: Ready, Steady, FRED!
Post by: Polpolion on June 14, 2006, 08:56:39 pm
You guys do know that if it's a nebulea or subspace mission you don't need to bother with all that background crap?
Title: Re: Ready, Steady, FRED!
Post by: NGTM-1R on June 14, 2006, 09:12:51 pm
Yeah, but we like our scenery to change every once in awhile. Can't build a whole campaign in subspace. (Though you could in a nebula...)
Title: Re: Ready, Steady, FRED!
Post by: Polpolion on June 14, 2006, 10:11:05 pm
:(

My ego forced me to try, and I failed.

The mission so far isn't actually isn't that bad (after an hour), but the brifeing took about 10 minuites. After the 10 minuites of what I was trying to think of what to do it about.
Title: Re: Ready, Steady, FRED!
Post by: Shade on June 15, 2006, 07:15:07 am
Import background means you don't need to bother with it regardless, as long as you already have a background for the system the mission is set in.