Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Kon on August 14, 2006, 11:06:11 am

Title: Freighters drag Arcadia
Post by: Kon on August 14, 2006, 11:06:11 am
OK, so I have a convoy, and they all park at their waypoints near the station. Then each frieghter docks, undocks, and returns to the waypoint.  However, it begins to face and move towards the waypoint before it undocks, but it does undock before it gets there. Here is what I have done for the first two.

(http://i7.photobucket.com/albums/y257/Kahn20/FA_SEXPs_1.gif)
All the events.
(http://i7.photobucket.com/albums/y257/Kahn20/FA_SEXPs_2.gif)
The Galaxy delivers cargo (haven't implemented the cargo exchange yet, or even the containers :lol:) and undocks.
(http://i7.photobucket.com/albums/y257/Kahn20/FA_SEXPs_3.gif)
The Galaxy returns to the group. Under the is-event-true-delay, i also tried to make it a ten second delay, but that didn't work either.

How do you guys think I can fix this? Thanks.
Title: Re: Freighters drag Arcadia
Post by: Nuclear1 on August 14, 2006, 11:50:34 am
Use "has-undocked-delay" instead of "is-event true delay" in the last event. What you've got right now is the freighter being told to go to its waypoints as soon as the undock command is given. "Has-undocked delay" will wait for the freighter to fully undock with the Arcadia and then move on, therefore keeping the Arcadia in one place.
Title: Re: Freighters drag Arcadia
Post by: Kon on August 14, 2006, 01:12:40 pm
Thanks nuclear, that worked perfectly. :cool: By the way, is this a really, really sloppy way of doing that?
Title: Re: Freighters drag Arcadia
Post by: Roanoke on August 14, 2006, 01:22:48 pm
Well it makes sense when you read it, just not in pratice. Besides, there are never enough FREDers so no one is gonna give anyone grief for trying (unless you ask how to unlock them beams)  ;)
Title: Re: Freighters drag Arcadia
Post by: Snail on August 14, 2006, 03:35:11 pm
Well it makes sense when you read it, just not in pratice. Besides, there are never enough FREDers so no one is gonna give anyone grief for trying (unless you ask how to unlock them beams)  ;)

Oooh! Oooh! I know! I know!! Use beam-free for every ship's beam turret. :D.

It's true that's what I did that with every single mission I made up until I read the 'Help' page. And that was after I made about 2 complex (non BoE) missions.
Title: Re: Freighters drag Arcadia
Post by: Kon on August 14, 2006, 04:36:18 pm
Quote from: Snail
Oooh! Oooh! I know! I know!! Use beam-free for every ship's beam turret. :D.

It's true that's what I did that with every single mission I made up until I read the 'Help' page. And that was after I made about 2 complex (non BoE) missions.

 :lol: :lol: :lol: I feel sorry for you. :P BTW, whats a BoE mission? ;)
Title: Re: Freighters drag Arcadia
Post by: NGTM-1R on August 14, 2006, 04:55:27 pm
Battle of Endor. -esque, that is.
Title: Re: Freighters drag Arcadia
Post by: karajorma on August 14, 2006, 05:09:47 pm
Any mission suffering from Battle of Endor Syndrome (http://www.volitionwatch.com/articles/ArticleDisp.php?ID=26)
Title: Re: Freighters drag Arcadia
Post by: Kon on August 14, 2006, 05:25:54 pm
Any mission suffering from Battle of Endor Syndrome (http://www.volitionwatch.com/articles/ArticleDisp.php?ID=26)

Aww what a shame. I was planning to make such a mission myself. :lol:
Title: Re: Freighters drag Arcadia
Post by: Nuclear1 on August 14, 2006, 06:53:00 pm
Thanks nuclear, that worked perfectly. :cool: By the way, is this a really, really sloppy way of doing that?

In terms of scripting it? What you have is just fine, actually--one event for docking, another for undocking, and one for the waypoints. It's very simple, and it works. The only thing wrong with what you had earlier was the problem we just fixed. ;)
Title: Re: Freighters drag Arcadia
Post by: karajorma on August 15, 2006, 02:03:14 am
When it comes to writing missions the same rules apply as when programming. Readability is much more important than any kind of arcane self-optimised code. It's completely clear what's going on there so I have no problems with it.


If I were making the mission I would probably use when-argument and variables to handle all the freighters in one set of three events. That works for me since I would be able to figure out what I'd done when I came back to it. That doesn't mean that there is anything wrong with your code though. I'd do it the difficult way mainly cause I don't like cutting and pasting events :)
Title: Re: Freighters drag Arcadia
Post by: Kon on August 15, 2006, 09:11:34 am
I'd do it the difficult way mainly cause I don't like cutting and pasting events :)

You can cut and paste events? :nervous: :lol:
Title: Re: Freighters drag Arcadia
Post by: karajorma on August 15, 2006, 10:18:09 am
You can't copy the entire event but you can make a new one and copy and paste the conditional SEXP (i.e when, every-time etc) and everything below it.

The problem with doing that is that if you find that you need another trigger for say the Galaxy Arrived and Docking event (suppose you want to check that a certain ship has been destroyed) you then need to update the Events for all the other freighters too. And updating a series of events in that way is even more boring than cutting and pasting them in the first place.
Title: Re: Freighters drag Arcadia
Post by: spartan_0214 on August 22, 2006, 07:12:44 pm
yea, I had the same thing happen to me once, I actually did what Kahn did, but on a much larger scale.  I had a Deimos class corvette dock with an Arcadia. I sent in a Shivan corvette, but instead of undocking with the arcadia, the Deimos MOVED the Arcadia to fire at the corvette. . . . .things are wierd that way. . .