Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: 0rph3u5 on December 09, 2006, 01:15:26 pm
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as great effect for the end of a campaign I wanted to have all three suns of the mission changing their color - from gold to red, since there is no sexp to do so I needed to remove the original suns first and than add a new one at the same position... using this here:
$Formula: ( when
( or
( is-goal-true-delay
"Defend Draugr"
5
)
( is-goal-false-delay
"Defend Draugr"
5
)
)
( add-sun-bitmap
"SunRed"
33
0
60
100
@sun1red[4]
)
( remove-sun-bitmap 0 )
)
+Name: transform sun1
+Repeat Count: 1
+Interval: 1
+Team: 0
$Formula: ( when
( or
( is-goal-true-delay
"Defend Draugr"
10
)
( is-goal-false-delay
"Defend Draugr"
10
)
)
( add-sun-bitmap
"SunRed"
36
0
75
100
@sun2red[5]
)
( remove-sun-bitmap 1 )
)
+Name: transform sun2
+Repeat Count: 1
+Interval: 1
+Team: 0
$Formula: ( when
( or
( is-goal-true-delay
"Defend Draugr"
15
)
( is-goal-false-delay
"Defend Draugr"
15
)
)
( add-sun-bitmap
"SunRed"
20
0
65
200
@sun3red[6]
)
( remove-sun-bitmap 2 )
)
+Name: transform sun3
+Repeat Count: 1
+Interval: 1
+Team: 0
the problem is that the orginial suns do disappear but 2 of 3 new suns only appear long seconds later and one does not even appear at all
what did I do wrong here???
[NOTE: We are not debating the physical basics of this here, k?]
-
might be worth posting your goal event too, as these events take it as their cue.
-
might be worth posting your goal event too, as these events take it as their cue.
here you are:
$Type: Primary
+Name: Defend Draugr
$MessageNew: XSTR("Defend the Draugr", -1)
$end_multi_text
$Formula: ( and
( is-destroyed-delay
0
"Nepucatneza"
"Plague"
"Aquarius"
"Aries"
"Cancer"
)
( not
( is-destroyed-delay 0 "Draugr" )
)
)
EDIT: please don't missunderstand me - all three events are tiggered (you see all old suns disappear); but not all new ones re-appear and not when the event is tiggered (only seconds later but still the delay is significant and will be noticed in any chase)
-
I just "bad-bettered" this all... (since no one could help me :sigh:)
I just don't remove the old suns anymore... and the new ones get 110/210% size...
does not have the same effect (the yellow lighting is still there and mixes with the red one = orange light = not as threatening :sigh:) but it will have to :sigh: :sigh: :sigh:
:( :(
-> for having killed this once beautiful effect
-
To be honest I suspect that the problem is the delay caused by loading the sun.
Make a test mission with standard FS2 suns and post it on Mantis.
-
will do...
the .bak files of the missions re-converted to .fs2-files would be okay? (cause there is still the story heck-meck in between; although that battle has always been fun to play ;))
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It's probably Goober or Taylor who will have to look at this one but they'll probably agree that when making a mission to test a bug you should make it as simple as possible.
The longer it takes to trigger the bug the less likely a programmer is to bother. Best thing to do is a simple when - key-pressed - do whatever.