Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Vidmaster on August 20, 2007, 09:49:04 am
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all questions refer to the TBP 3.4 campaign I started to work on recently:
- how to manage the directives ? as far as I got it, you just have to write it in the "directive text" box below the event editor. But how to give multiple directives ? Also, mine dont seem to work, because they are fullfilled without doing anything. I have a wing called badguys. Although Badguy 1 and 2 are still alive , "Destroy Badguy" is completed.
Same with "disable EA Golden Key" (I have a ship of that name), ....
- is there a way to listen to all the music, or look at the animations for messages and briefings, to decide which fits the mission ? Asside from go through all of them ?
- I heard about some bug concerning the shadow and vorlon ships. Is it solved ? If no, what exactly does it prohibit and for which ships ?
- has TBP any command briefing animations build in ? if yes, how do I include them in the editor ?
- since there is no voice acting ( yet ? ), how do I get those *biep" sound, indicating that sb is talking ?
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all questions refer to the TBP 3.4 campaign I started to work on recently:
- how to manage the directives ? as far as I got it, you just have to write it in the "directive text" box below the event editor. But how to give multiple directives ? Also, mine dont seem to work, because they are fullfilled without doing anything. I have a wing called badguys. Although Badguy 1 and 2 are still alive , "Destroy Badguy" is completed.
Same with "disable EA Golden Key" (I have a ship of that name), ....
Every different event can have a directive associated with it so if you want a Destroy BadGuys directive make an event like this
when
-is-destroyed-badguys
--BadGuys
--0
And while you have it selected fill in the directive text.
- I heard about some bug concerning the shadow and vorlon ships. Is it solved ? If no, what exactly does it prohibit and for which ships ?
The problem is fixed but you'll need a recent CVS build in order to get it to work. I think that you can fix the problem in notepad though if older versions give you the problem.
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got that working now :)
what's about the rest ?
and additional question:
- what does the # mean when it is in front of a shipname (or "command) during a send message event ?
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# means that it doesn't come from a ship, but from a generic text string.
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get yourself VPView and AniView from the link provived on this page
http://homepage.ntlworld.com/karajorma/FAQ/tools.html
VPView will allow you to search throught the TBP core vp ("B5-Core-3_4.vp") and there you will find the music which TBP has to offer
almost all command briefing ani can be found the same way but you will have search the RW 3.0 and the EMW 3.0 .vps instead
if you got one of my TBP-campaigns you can find the msg-beep I've been using in the .vp of that campaign (I recall I named it beep1.wav or something)
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of course I have your campaigns :) Although I started learning how to fred just a few days ago, I am a freespace fan since years :mad2: :nod: ;7
thx for the info
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me again ( decided not to use your "beep1.wav", orph )
how to
- create an event that takes places when a single ships hull drops below a specific number ?
- create an event that takes places when a single subsystem like engines or weapons drops below a specific number ?
maybe I am blind, but I cannot find the approprite trigger :confused:
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That's a pretty hard one.
Use the Less Than operators to do it. Replace the first "0" value with "hits-left" or "hits-left-subsytem" (using replace operator).
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i just find a string-less-than trigger
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From the wiki: Less-than (http://www.hard-light.net/wiki/index.php/Retail_SEXPs#.3C), Hits-left (http://www.hard-light.net/wiki/index.php/Retail_SEXPs#hits-left) and Hits-left-subsystem (http://www.hard-light.net/wiki/index.php/Retail_SEXPs#hits-left-subsystem).
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hits-left-subsystem doesn't work for me for some reason.
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ahh, your were talking about "<" and ">", ok got it now.
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hits-left-subsystem doesn't work for me for some reason.
What do you mean, doesn't work for you?
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progressing nicely, 2 of 8 missions scripted and tested.
another question:
- is there a way to disable the warp effect for the support ship ? not support itself, only the warp effect when it jumps in ?
And: I need a flashing
"
Computer Recording Mode: On
File: Personal Log
"
for a command briefing. Shouldn't be to hard, but which programm to use ?
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is there a way to disable the warp effect for the support ship ? not support itself, only the warp effect when it jumps in ?
if you've got a station or a carrier vessel in the area you could you the set-support-sexp to make the support ship launch from there (use with caution with some of TBP faster capship, eg. Hyperion, it might take the support ship some time to launch and to rearm you)
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in which editor ? ship ?
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in which editor ? ship ?
Events
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You should do the walkthrough and find your first and last two questions are answered there.
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I read most of the Fred2 Doc, but I didn't find this there. Which walkthrough do you mean ?
Anyway, I have a more urgent question:
my debriefing has 4 stages:
- stage 1 should be shown, when a ship A is not destroyed and ship b has not departed
- stage 2 should be shown, when ship A's hull is under 50% (this works)
- stage 3 has the same condtions as stage 1
- stage 4 should be shown, when ship A is not destroyed and ship b has departed
BUT: stage 1 and 3 pop up, even if ship b has departed
my formula for 1 and 3 is:
not
and
is destroyed ship A
destroyed or departed ship B
my formula for 4 is:
and
not
is destroyed ship A
destroyed or departed ship B
I checked, the ships are correct, so what is wrong ?
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Not - is destroyed turns true immediately..that's whats wrong (since the ships ins0't destroyed at the begining of hte mission)
you need to add another condition, something that happens at the end of the mission (some ship arrives, or enemy capship destroyed, whatever) - let's call this a trigger event
So
WHEN
AND
- is-event-true (the trigger event)
- not
-- is destroyed-delay-X
What now happens is that it will start checking if X is destroyed ONLY after the trigger event comes true (at end of mission) insted immediately.
Capiche?
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Yep, it is absolutly clear. You see on faults like that, that I just started to Fred a week ago :blah:
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You learn well young Padawan. :nod:
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You learn well young Padawan. :nod:
:D Yes master he is doing his best :D
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Well, judge me again when I manage to finish the campaign :blah:
Seems like this thread has become a progress thread, which is good because it keeps me working.
Still, I have not found out which programm to use for creating .ani s...
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what exactly does "affected by gravity" do ?
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Nothing at present. The code is not finished yet IIRC.
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and next question:
what happens when I order wing to attack multiple targets and each order has the same priority ? Do they attack all of those ships when they get the chance or do they nothing ?
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If your initial settings box does this:
Attack Moop
Attack Poop
Attack Soup,
then it will attack the Moop first, the Poop second, and then the Soup.
If you do add-goal, then the last order it receives is the one that it will attack.
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so there is no way to let them attack different craft at the same time, aside from forming a new wing for the attacked ? dam.
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You can tell the individual ships to do so.
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but will the next waves have the same orders then ?
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Dunno. Never tried. Try with a friendly wing and see their orders.
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is there an event to point a ship in a dircetion ?
or would approch waypoint + limit speed to 0 work ?
EDIT: Forget it, I found the appropriate event
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when I want (or need) to include custom sounds, I have to make a .vp file right ? Well, I planned to do this for the campaign anyway, so how to do this ?
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its recomended to pack stuff in a vp (prefferably with quickvp or vpcs), since its newb friendly. but if you want, you cna just put everything in data/<something> and zip it up.
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not dead yet, still working :)
But I just don't get quickvp to work. Can't figure out how to create a new vp file and if I try to copy, empty and refill a existing vp, it just screws up.
Could sb plz give some instructions ?
Edit: abandoned quickvp. But vpcs works.
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problem:
i have three sunhawks pursuing a fleeing capship. I ordered them to attack and they should approach the target and fire all beams. Problem is, that sometimes they don't face the target directly, especially when closer, and are not able to fire. I cannot use a waypoint since the target ship is fleeing. Any suggestions ?
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I'd say skip vp's for now and continue development in folders.
Once you're finished with everything THEN make the VP.
(Question, I've had trouble with vp maker programs in the past and no longer use them. IS there one out now that can support adding ONE file or set of files to a folder without having to remake the entire vp from scratch?)
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Of course I will finish the whole thing before making it vp, but I wanted to learn how to do it right now.
What's about that drazi sunhawk question ?
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Option 1: For the occasional (ships won't fire for no good reason). Delete mission remake from SCRATCH, you got corruption somewhere I think. This plagued me for years, I'd start a mission but ships wouldn't attack.
Option 2: you CAN use a way point. have the fleeing ship head to point X. You can use fred to adjust it's speed to amke sure the Drazi can catch it (if they are supposed to). You can also adjust the Drazi speed and or have them follow a new way point from their position to point X.
Option 3: make a invisible cube for mission purposes called X. make it non-collidable and non-targetable. have all units involved at set time head to cube X. Set Drazi to attack ship.
Does any of that make sense or help you?
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option one: the ships do fire, thank god. I already had to remake that mission once, they just turn their nose away sometimes
option two: speed adjustments are not necessary (firendly ship just can fly at 15). I already considered that option before posting and now, since no one has another perfect solution, it seems like I will have to do that.
option three: I dont know to do that cube like thing, but it doesn't matter
can waypoints near ships be "attached" to the ship, so they move parallel to the target ship ? I know it's possible with Navpoints, but...
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Someone else will have to take that one. My well of knowledge is dry in this regard.
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seems like i have to disturb kara once more :sigh: :nervous:
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got a last problem:
I need a good tutorial how to use the campaign editor. The FRED help, as well as kara's FAQ don't help. The ships have not a single weapon or missile in the first mission (and very likely in the rest of the missions ). :confused:
The mounted weapons are allowed using "initial status", but it still doesn't work.
could sb plz post a link to a matching FAQ ? :nervous:
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i) Try with brand new pilot. Create the a new pilot when starting the game and try it.
ii) Try reselecting the campaigns in the campaign room
iii) Try pressing 'reset loadouts' in the briefing loadout/ship selection screens
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Also make sure you didn't enable any Dogfight things, it saves the trouble if you by mistake enabled them in the missions.
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Also make sure you didn't enable any Dogfight things, it saves the trouble if you by mistake enabled them in the missions.
i don't have any idea what you are talking about but I managed to get it work properly.
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hey, yes it's me again.
- what does the "locked" checkbox in "initial status" in the ship editor do ?
- how to "anchor" a ship in space, so it doesn't move of is pushed somewhere even if fired upon ? Would be funny now if "locked" does that :)