Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Grizzly on March 06, 2007, 02:02:57 am

Title: IDEA: Inreplacable ships and weapons.
Post by: Grizzly on March 06, 2007, 02:02:57 am
Yeah, another one.

I'd figured, that if you have for example four perseus's at the start of the campaign, and one of them goes down, you only have 3 perseus's at the next mission (and if 2 go down 2, and if three go down 1). This counts the same for weapons. If your GTF Myrmydon with Helios Torpedoes goes down, you will lose some of your Helios torpedoes, and can't use them anymore in the next mission (and the same counts if they get fired)

This should make things a lot harder and will make the depart function (along with my other idea) even more important.



Title: Re: IDEA: Inreplacable ships and weapons.
Post by: Arkangel on March 06, 2007, 02:38:53 am
Thats a great idea! :yes:
I can see how that is gonna be a ***** to make though.
Maybe it can be used with Variables in the future? (Personally i hate variables, but thats because i havnt been bothered to learn about them fully)   :p
Title: Re: IDEA: Inreplacable ships and weapons.
Post by: AlphaOne on March 06, 2007, 03:35:59 am
Just one thing to say! Shivans almost infinite numbers of ships GTVA limited number of ships and weapons ! Restricting what the player gets is even more of a bad thing. So....NO!
Title: Re: IDEA: Inreplacable ships and weapons.
Post by: jr2 on March 06, 2007, 04:06:48 am
Make it optional, of course.  (settable in FRED)
Title: Re: IDEA: Inreplacable ships and weapons.
Post by: Mongoose on March 06, 2007, 05:02:37 am
I believe that persistent variables (which have been implemented for a long time now) make all of that possible already.
Title: Re: IDEA: Inreplacable ships and weapons.
Post by: TrashMan on March 06, 2007, 06:46:56 am
Do they?

Setting a variable by itself is easy, but how to influence the loadout by it?

there is no known command/SECP that can set the ship/weapon count to a variable...
Title: Re: IDEA: Inreplacable ships and weapons.
Post by: Shade on March 06, 2007, 06:58:05 am
http://www.hard-light.net/wiki/index.php/Improved_Team_Loadout
Title: Re: IDEA: Inreplacable ships and weapons.
Post by: Sarafan on March 06, 2007, 07:08:10 am
This is a really great idea, specially if there was a SOC type campaign. :yes:
Title: Re: IDEA: Inreplacable ships and weapons.
Post by: aldo_14 on March 06, 2007, 08:12:29 am
Just one thing to say! Shivans almost infinite numbers of ships GTVA limited number of ships and weapons ! Restricting what the player gets is even more of a bad thing. So....NO!

Why?
Title: Re: IDEA: Inreplacable ships and weapons.
Post by: karajorma on March 06, 2007, 10:50:52 am
I don't care why. I've added the system already :p It's completely optional of course.

You'll only find this stuff in HEAD builds and so far it's only been implemented for ships and not weapons. I'll be doing weapons next though.

The way I've implemented it is VERY flexible. Lets say you have a mission where the player starts in a myrmidon. You can give the system a list of up to 3 ships which the player should be assigned to if there are no myrmidons left. You can also give it a ship class to  assign the ship to regardless of whether or not there is anything left (i.e if you have no myrmidons left you WILL fly a Ulysses) Or you can mix the two (If you have no Myrms, Hercs, Herc IIs or Pegasi you'll fly a Ulysses) or you can just let the system assign the first ship it comes across which have any remaining.

Furthermore the system does not apply only to ships in the loadout menus. You can also make the system work for any ship class in your team which is player flyable (so you can have Epsilon and Lambda wings dependant on which bombers you have left too).


At the moment the system for figuring out who has been destroyed or departed is a little primative but I'll be adding lots of new SEXPs to allow you to count say just the ships who departed before the player did etc. The system is based on the use of persistent variables so there is no reason you have to use the new SEXPs anyway. They're just there to make things easier for you. You can roll your own code to do whatever you want.


This is a really great idea, specially if there was a SOC type campaign. :yes:

That was one of the main reasons I wanted it. For behind the lines campaigns where you had limited numbers. Plus it would mean that when the player makes contact with relief and gets stores replenished it would really mean something.

If it weren't for the fact that it requires HEAD builds I'd be tempted to go through the main campaign and retrofit it to use this system :D
Title: Re: IDEA: Inreplacable ships and weapons.
Post by: Cobra on March 06, 2007, 11:33:13 am
Optional, of course. ;)
Title: Re: IDEA: Inreplacable ships and weapons.
Post by: karajorma on March 06, 2007, 11:42:43 am
Well I wouldn't put it in the media VPs or anything :p
Title: Re: IDEA: Inreplacable ships and weapons.
Post by: jr2 on March 06, 2007, 12:17:44 pm
If it weren't for the fact that it requires HEAD builds I'd be tempted to go through the main campaign and retrofit it to use this system :D
... When do HEAD builds become standard?  3.6.10?  or 3.7.0?
Title: Re: IDEA: Inreplacable ships and weapons.
Post by: Wanderer on March 06, 2007, 12:30:14 pm
369 branch eventually leads to other 3.6.X builds.

HEAD branch should lead to 3.7