Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Krallis on March 18, 2008, 03:03:41 pm

Title: Explosion I think not?
Post by: Krallis on March 18, 2008, 03:03:41 pm
Okay so my new FRED map is running through some trouble. Ive sent an azrael to go next to a sathanas cruiser and detonate with a special explosion (ive set everything almost full). Ive made it so when the azrael gets near to the sathanas it starts attacking the azrael. However when the azrael explodes it blows up normally and not the special exp I was hoping for. I tried doing the self destruct SEXP aswell but that didn't help.

What is wrong?
Title: Re: Explosion I think not?
Post by: Mobius on March 18, 2008, 03:06:48 pm
Edit ship ---> Special exp. Nothing difficult to do.

Anyway, it would be better for you to use sabotage-subsystem or explosion-effect(with get-object-x/y/z) to damage the Sathanas.
Title: Re: Explosion I think not?
Post by: FUBAR-BDHR on March 18, 2008, 03:56:31 pm
My guess is if you did set special explosion then you didn't change the values or they are too low to produce a noticeable effect.  Try upping the values and remember if you want it to detonate immediately when given the self-destruct you need to turn kamikaze on. 
Title: Re: Explosion I think not?
Post by: Mobius on March 18, 2008, 04:07:05 pm
That's why the other SEXPs are easier to handle. With sabotage-subsystem and explosion-effect you prevent the player from being knocked out by the shockwave.
Title: Re: Explosion I think not?
Post by: karajorma on March 18, 2008, 04:15:33 pm
Maybe he WANTS the player hit by the shockwave if he gets too close.
Title: Re: Explosion I think not?
Post by: Krallis on March 18, 2008, 04:27:36 pm
I used special exp and set both the top 2 values to 10,000. Then I set the inner blast radius to 3000 and the outer blast radius to 5000. Then I pruduced a shock wave that goes at a speed of about 50. I'll try turning kamikaze on to see if that helps.
Title: Re: Explosion I think not?
Post by: Mobius on March 18, 2008, 04:33:55 pm
Maybe he WANTS the player hit by the shockwave if he gets too close.

yeah, but it's annoying when the player is at the limit of the radius and loses the mission. The shocwave makes the effect while the damage is left to SEXPs(obviously, the player will blow up if he's the way too close to the origin of the explosion).

I used special exp and set both the top 2 values to 10,000. Then I set the inner blast radius to 3000 and the outer blast radius to 5000. Then I pruduced a shock wave that goes at a speed of about 50. I'll try turning kamikaze on to see if that helps.

Uhm, the speed is too low. Try with 600+.
Title: Re: Explosion I think not?
Post by: Krallis on March 18, 2008, 04:38:57 pm
Hmmm, when you make a special .Exp do you get the orange-y flame effect or is it just the shockwave that's the difference. Also I cant seem to be able to betray my team-mates in FRED missions. Which is crucial for this mission because its an undercover op.
Title: Re: Explosion I think not?
Post by: FUBAR-BDHR on March 18, 2008, 05:18:36 pm
First check to see if you have no traitor turned on in the missions specs.  If you do turn it off.  If that doesn't work you can set the player to traitor or everyone else to hostile using an event.
Title: Re: Explosion I think not?
Post by: Colonol Dekker on March 18, 2008, 06:04:12 pm
When true
>
Change iff
Hostile
>
Alpha 1
:)
Title: Re: Explosion I think not?
Post by: Mobius on March 18, 2008, 06:08:09 pm
Eh? Is that going to work?
Title: Re: Explosion I think not?
Post by: Colonol Dekker on March 18, 2008, 06:23:43 pm
I've used it in the past to avoid adding umpteen wings and capships to a similar event. Hopefully Karajorma will confirm this :nervous: but i'm confident.
Title: Re: Explosion I think not?
Post by: Mobius on March 18, 2008, 06:27:14 pm
You can use when-argument to handle the situation, it won't result complex IMO.
Title: Re: Explosion I think not?
Post by: karajorma on March 19, 2008, 02:26:04 am
First check to see if you have no traitor turned on in the missions specs.  If you do turn it off.  If that doesn't work you can set the player to traitor or everyone else to hostile using an event.

If you're using FS2_Open 3.6.10 using the allow-treason SEXP would be better as that way you can avoid situations like in ...but hate the traitor where you could start pounding away on the enemy to make the mission easier.

Dekker's probably would work too. But I'm worried that the game may assume the player can only be friendly or traitor somewhere. If it does you'll probably notice it though.
Title: Re: Explosion I think not?
Post by: Krallis on March 19, 2008, 03:24:09 am
If i did chenge Alpha 1 hostile I'd have to do the same for Alpha Beta and Gamme wing. Besides I'ts not alpha being traitor that's the problem. Its the Azrael, but I can put that in place instead of alpha 1. I'll try changing the explosion shockwave.
Title: Re: Explosion I think not?
Post by: karajorma on March 19, 2008, 03:28:53 am
What did you mean when you said you couldn't betray your team mates then?
Title: Re: Explosion I think not?
Post by: Krallis on March 19, 2008, 03:34:52 am
I can't betray them, nothing can betray anything. Look the same that's tru for me is true for the Azrael. When it explodes it cant hurt anything.
Title: Re: Explosion I think not?
Post by: karajorma on March 19, 2008, 06:22:05 am
What happens if you try to betray them? Cause what we told you to do solves the problem of you being court martialled as a traitor when the mission ends.
Title: Re: Explosion I think not?
Post by: Krallis on March 19, 2008, 07:23:29 am
What happens is, no damage is taken by them but physics still take effect. IE the ships are "shunted" but don't take damage. Usually using retail FRED2 I would be able to attack friendly ships and they would lose health and shield.


EDIT

It worked. I think switching kamikaze on worked.  :cool: