Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: lefkos on August 02, 2007, 09:16:02 am
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hi
in some campaigns you could she that when you aproach a jump gate in a distance of like 500 meters a jumphole appeard how can i do this because i need this for my first mission :)
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Use the warp-effect SEXP.
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Use the warp-effect SEXP.
i tryed
nothing happend
i flew to the gate and i just rushed init without any warp effects etc
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Could be a problem with either your use of the warp effect sexp, but more likely it's a problem with the triggering. Add a send-message to the warp effect to confirm whether or not the event is triggering, and post the exact sexps you're using here (A good way is to take a screenie and attatch it).
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i tryed
nothing happend
i flew to the gate and i just rushed init without any warp effects etc
what kind of jump gate are you using?
maybe it has something to do with the distance ... some models have an odd point to check the distance
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i tryed
nothing happend
i flew to the gate and i just rushed init without any warp effects etc
what kind of jump gate are you using?
maybe it has something to do with the distance ... some models have an odd point to check the distance
uhm not the knossos an other one i downloaded its an turreted terran model
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He prolly means mine..the object center is in the middle of the portal in that case
The when trigger should be set up something like this:
when
<
-distance
--- Apaha1
---Terran Jump Gate
-- 100
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He prolly means mine..the object center is in the middle of the portal in that case
The when trigger should be set up something like this:
when
<
-distance
--- Apaha1
---Terran Jump Gate
-- 100
yes its yours
me likes your stuff :D
but i dont understand the sexp
and what about special-warp-name thingy
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In the FRED editor, under events, you create a new event and set the tirrger condition. You basicly tell the game "IF X HAPPENS DO Y".
Check up on FRED tutorials and read a bit about the SEXP's.
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the sexp is very easy with you don't get the parameters messed up -- just replace the standard values with the ones you need
warp-effect
Causes a subspace warp effect at a given origin, facing toward a given location, with the given parameters.
Takes 12 arguments...
1: Origin X
2: Origin Y
3: Origin Z
4: Location X
5: Location Y
6: Location Z
7: Radius
8: Duration in seconds
9: Warp opening sound (index into sounds.tbl)
10: Warp closing sound (index into sounds.tbl)
11: Type (0 for standard blue [default], 1 for Knossos green)
12: Shape (0 for 2-D [default], 1 for 3-D)
with the parameters 1-3 you tell FRED where this warp-effect should "begin" ... says you are telling it from where it should point at its actual posistion which are being set by parameters 4-6 (it is treated like an ordinary placeable object here)
parameter 7 sets how large the effect should be
parameter 8 sets how long the effect should be displayed (longer display times cause longer opening/closing time - unconfirmed)
parameter 9 and 10 are setting the sound of that thing - but you will never need to change that anyway
parameter 11: 0 sets it to be a standart blue warp-hole - 1 sets it to have that nice green color the knossos jumps in the FS2 campaign had
parameter 12: 0 for 2D or 1 for 3D effect
your sexp would look like this (could become more difficult if you got the gate orientated etc.)
- warp-effect
-- [gate's x coordinate]
-- [gate's y coordinate]
-- [gate's z coordinate] + 20
-- [gate's x coordinate]
-- [gate's y coordinate]
-- [gate's z coordinate]
-- 1000
-- 30
-- 69
-- 70
-- 1
-- 1
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jeeej =D
it works now :)