Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: diceman111 on May 15, 2007, 08:16:12 am

Title: Ship ordered to "play dead" still firing
Post by: diceman111 on May 15, 2007, 08:16:12 am
Ok asfar as I know the play dead order makes ship well play dead and not fire but when I use it in FRED and I have several cruisers and corvettes that are ordered to play dead they still start to fire when they just have been destroyed (They manages to get of a salvo of anti figther beams) is this a known bug or is there something I have overlooked or done wrong.

The ships have inital orders set play dead and are hostile, the mission itself is to destroy a groupe of mothballed ships.

/Dice
Title: Re: Ship ordered to "play dead" still firing
Post by: karajorma on May 15, 2007, 10:34:25 am
That's odd. What priority have you attached to the play dead orders? Have you tried it at 89?
Title: Re: Ship ordered to "play dead" still firing
Post by: Dysko on May 15, 2007, 10:38:59 am
Now I remember seeing a similar bug... I ordered 2 Apothess (from Inferno) to attack a "play dead"-ed Sathanas (Inferno's Sath has some side beams). When they destroyed the Sath, the Sath fired and destroyed the 2 Apothess.

At first, I thought of a FREDding error of mine. Now I see that another one had the same bug...
Title: Re: Ship ordered to "play dead" still firing
Post by: Roanoke on May 15, 2007, 11:15:48 am
try locking the turrets too
Title: Re: Ship ordered to "play dead" still firing
Post by: FUBAR-BDHR on May 15, 2007, 12:54:11 pm
Had a similar problem a couple of months ago.  Seems like play dead is canceled out by a ship taking damage.  Even 2 ships on the same team running into each other can cause it.  I believe I used both play dead and ignore target to get around it.  Worked for caps and normal AI but didn't work at all for AI ships flagged as player.  Eventually had to change one teams IFF to unknown to get it to work completely.
Title: Re: Ship ordered to "play dead" still firing
Post by: Black Wolf on May 15, 2007, 01:14:54 pm

When
is-destroyed-delay
0
-shipname
beam-lock-all
-shipname

Try that.
Title: Re: Ship ordered to "play dead" still firing
Post by: diceman111 on May 15, 2007, 01:31:49 pm
I locked the turrets but they still fired.

Will simply solve it by removing Beam free default that should clear it (and use Beam-Free on friendly ships)

But thanks for the help, good to know it wasent just me who had done something wrong for once

/Dice
Title: Re: Ship ordered to "play dead" still firing
Post by: Black Wolf on May 15, 2007, 05:12:48 pm
Did you lock the turrets or the beams? There are two different sexps, and once you beam-lock-all something it wont fire any more beams regardless of the Mission Specs (I'm 99% sure). Turret lock might not have the same affect.

But, I suppose as long as you're not hard up against the sexp nodelimit, you might as well go back to the old beam-free-all method. We've all done it at one point or another :D
Title: Re: Ship ordered to "play dead" still firing
Post by: NGTM-1R on May 15, 2007, 08:46:01 pm
I've noticed destroying the ship clears beamlock and turretlock sometimes. You have to give a second order for it to be reliable.
Title: Re: Ship ordered to "play dead" still firing
Post by: 0rph3u5 on May 16, 2007, 04:15:52 am
If this doesn't go away with beam-lock-all you might try something diferent (see attachment)

the 1st event just makes the ship guardian so the 2nd event can take place...
the second event is tiggered as soon as the target ship's (here a dummy aten) hull integrity drops below 2%; it removes the ship-guardian (makeing the ship killable) and changes the weapons of all turrets on these ships to the training laser
-> no beams on the ship anymore
-> no last beam shots on death
-> Problem solved (Hopefully ...)


[attachment deleted by admin]
Title: Re: Ship ordered to "play dead" still firing
Post by: Roanoke on May 16, 2007, 05:06:22 am
Did you lock the turrets or the beams? There are two different sexps, and once you beam-lock-all something it wont fire any more beams regardless of the Mission Specs (I'm 99% sure). Turret lock might not have the same affect.

But, I suppose as long as you're not hard up against the sexp nodelimit, you might as well go back to the old beam-free-all method. We've all done it at one point or another :D

yeah, sorry. I should have been more specific.  :)
Title: Re: Ship ordered to "play dead" still firing
Post by: Devrous on June 01, 2007, 12:31:24 am
Why not just set all the beam turret hitpoints to 0?  :rolleyes:

No turret, no fire!
Title: Re: Ship ordered to "play dead" still firing
Post by: karajorma on June 01, 2007, 02:09:16 am
Because then the turret will explode with a big bang and you can't repair it later if you want the ship to be active without it looking rather crap.
Title: Re: Ship ordered to "play dead" still firing
Post by: G0atmaster on June 01, 2007, 03:09:31 pm
Did Derelect run into this problem?  And is that why the story went the way it did?

If so, they had a really creative way of working around it.