Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: BulSoldier on February 01, 2007, 09:11:10 am
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Hi ! I am very glad to atlast find some freespace fans.I am creating missions for FS2 on Fred2 from some time thought i am sure you guys here are much better than me.I have red and done missions with the help of really great walktrough that comes with FREd but i didnt undestood only 1 thing.I simply cant undestand how to make after completing objectives to give order to return base.Please i have done already 3 fairly good missions with my own campaning and storyline but that thing is keep freaking me out.SO i will be very thankful if you tell me.
Now i will say few words about my campaning.It has nothing to do with the storyline of original FS2.It is called Quest for Freedom and generaly it walk us through a rebelion in the GTVA space from system (for now) called sigma19.It will consist of total around 8 or 10 mission.
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I'm splitting this since it's nothing to do with the Academy and moving it to the FRED forum.
Return to Base orders are simply a directive same as any other. You simply make them come true when the player has departed.
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I have some difuculties undestanding you.My mission obj are to destroy 3 ships in a convoyl,and other obj to destroy their escorts.I made the events to as follows:
When the convoy ships are destoyed to send a message from command ship and event to complete the objective.
Other event is when escorts are destroyed to do the same, a message from comm ship and to complete the objective.
And there are few other events that arent related to objectives and have to do with capital ship movements and firing.
And the last event witch i tought that it should give order to return is :
when
is-goal-true-delay
here is the one objective
is-goal-true-delay
and here is the other objective
send massege
here sends a message that all ships must depart
allow-warp
-alpha 1
please if you cant undestand me send me you email and i will send you this mission to see it.It is pretty basic and you wont have to spend more than 10-15 minutes to test it and look it trough FRED
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Ah. I see your problem. You've misunderstood what the allow-warp SEXP does.
Allow-warp has nothing to do with the return to base option. Allow-warp is the counterpart to Never-warp. These can be used to prevent the player from being able to exit the mission until the mission designer sees fit to allow them to. You'll notice their use in the Freespace 2 Mission Into The Lion's Den where the player had to wait 15 minutes before Alt-J would allow him to jump out. Before that you were under the effect of Never-warp and as such you couldn't jump out*.
What you want to do requires the use of Directives. Remove the allow-warp because you don't need it. All you have to do is make an event immediately below the one you have. Call it whatever you like and tick the chained box. The even itself is simple.
When
-has-departed-delay
--0
--Alpha 1
-do-nothing
Now comes the important bit. In the Directive Text box enter Return To Base.
That will create a directive that will appear only when the event you posted is triggered.
*Actually I can't remember if they used never-warp/allow-warp or break-warp/fix-warp. In a mission with no support ships it doesn't really matter.
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Are you talking about putting the "Destroy <shipname>" in the directive box on the hud? If so that is just and event as follows
When
-->is-destroyed-delay
----><shipname>
---->0
-->do nothing
Then put "Destroy <shipname>" in the directive text area. Put the name of your ship where <shipname> is. You can also use the name of the wing
Return to base orders are a little different and normally use a chained event.
When
-->is-goal-true-delay
----><goalname>
---->0
-->send-message
---->#Command
---->high
---->RTB
When
-->true
-->do nothing
Just put "Return to Base" for the directive text in the second event and flag it as chained.
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Thank you alot.I done it and indeed it is very simple.It worked perfectly thanks again.But be adviced,you may expect more questions from me :)
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That's okay. But check my FAQ before you ask. I've answered quite a few FRED questions in there and even if I haven't answered yours you probably will learn something you want to use later :)
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Yes i certanly will.I see it is very useful and especialy with the variables part. :)
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(http://www.hard-light.net/forums/Smileys/HLP/welcome2hlpbb.gif)
...and join the Club. You have no choice now! :lol:
Feel free to PM me. I'm not Karajorma but I'm quite good with FRED.
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Mobi, what's an iimg?
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According to the acronym site its "Interagency Incident Management Group" :D
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blah blah I've got the noob kill anyway!
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I used the walkthough that came with FRED. But there's a problem. The mission objectives just become true at the beginning of the mission and I can't figure out how to fix it! Plz tell me if you know how to fix it. I'll attach the level so you can look at what I'm dealing with.
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The problem is the event "Sleipner thwarted". You don't have a conditional on it, only an action, and since it's referenced in the only primary objective, it's an instant win. Look at that event in the walkthrough and compare it with the one in your mission, and you should see the difference.
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Your Sleipner thwarted event is borked. If you look closely you'll see it has no trigger. That means it comes true the second the mission starts. This of course has a knock on effect making all the objectives and directives that rely on this event come true earlier too.
All events need a conditional. Either when, every-time or the two -argument conditionals based on them.
Fixing the event should solve the problem.
EDIT : Shade was a little quicker than me cause 3.6.10 repeatedly crashed while looking at the goals.
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Ah, I must of forgotten to save the file before. It happens. Thanks for pointing that out.