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Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: colecampbell666 on May 10, 2008, 06:46:09 pm

Title: Beam bombardment in FRED
Post by: colecampbell666 on May 10, 2008, 06:46:09 pm
Let's say that I want to have a ship bombarding a planet with beam canons. Yes, I make a Pegasus stealth and invulnerable and really far away in front of the background, but even with that, I still get the fluctuating sensor behavior on the sensor display. Is there anything I can do to remove that effect, or perhaps even force the ships to fire beams at a waypoint? Also, which beams have the infinite length, as opposed to a mere 30km long beam?
Title: Re: Beam Bombardment in FRED
Post by: Polpolion on May 10, 2008, 06:51:53 pm
What an interesting and well thought out question! IIRC there's a SEXP that can completely remove a ship's signature. If that doesn't work, you could have the Pegasus jump in immediately before the beam is fired, and out just after it finishes firing as to minimize the time in system. In all hope, the player's attention should be devoted to the bombardment rather than the radar. :)

As to the beam length, I honestly don't know. I'd imagine that it'd be the BFRed, BFGreen, and LRBGreen like that, but I could be wrong.
Title: Re: Beam bombardment in FRED
Post by: Dark Hunter on May 10, 2008, 07:11:39 pm
I managed this in FRED. It requires compounding stealth SEXPs to work properly.

Code: [Select]
Event 1
|
|----when
         |
         |----- <Arguments>
         |----ship-stealthy
                      |----<ship name>

Event 2
|
|------when
           |
           |---Event 1 has elapsed
           |-----friendly-stealth-invisible
                             |-----<same ship as above>

Note that the ship doesn't have to be "Friendly" in order for that second SEXP to work.

This makes the ship 100% invisible to radar.


Title: Re: Beam bombardment in FRED
Post by: colecampbell666 on May 10, 2008, 07:31:46 pm
Thanks. That worked
Title: Re: Beam bombardment in FRED
Post by: blowfish on May 10, 2008, 08:04:54 pm
To get a beam longer than 30km, you need to modify the tables (or make a new entry)

Weapons.tbl

Code: [Select]
$Name: MyUberBeam
...
$BeamInfo:
    ...
    +Range: 100000
    ...
Title: Re: Beam bombardment in FRED
Post by: colecampbell666 on May 10, 2008, 09:10:34 pm
This is lolarific.
Title: Re: Beam bombardment in FRED
Post by: Polpolion on May 10, 2008, 09:27:03 pm
I managed this in FRED. It requires compounding stealth SEXPs to work properly.

Code: [Select]
Event 1
|
|----when
         |
         |----- <Arguments>
         |----ship-stealthy
                      |----<ship name>

Event 2
|
|------when
           |
           |---Event 1 has elapsed
           |-----friendly-stealth-invisible
                             |-----<same ship as above>

Note that the ship doesn't have to be "Friendly" in order for that second SEXP to work.

This makes the ship 100% invisible to radar.




Assuming it doesn't work with only one SEXP, why doesn't it? And will it work if you chain the events, rather than checking with the condition?
Title: Re: Beam bombardment in FRED
Post by: colecampbell666 on May 10, 2008, 09:32:04 pm
I think that it should work if you do an event with the <ship-stealthy-invisible> SEXP at the start.\

Now for the next problem, not having the beam hit explosion on the Pegs.
Title: Re: Beam bombardment in FRED
Post by: blowfish on May 10, 2008, 11:09:16 pm
Make it a navbouy.  They have no collision detection.
Title: Re: Beam bombardment in FRED
Post by: Dark Hunter on May 11, 2008, 12:01:08 am
I managed this in FRED. It requires compounding stealth SEXPs to work properly.

Code: [Select]
*snip*

Note that the ship doesn't have to be "Friendly" in order for that second SEXP to work.

This makes the ship 100% invisible to radar.




Assuming it doesn't work with only one SEXP, why doesn't it? And will it work if you chain the events, rather than checking with the condition?

I have no idea. I tried without one or the other and it still made the little radar blip.
So... I'll just go with what works. :)
Title: Re: Beam bombardment in FRED
Post by: Droid803 on May 11, 2008, 12:06:03 am
I thought a hostile stealth unit doesn't show up on radar at all (no fuzzy blip, nothing). That's how it's like on my FS2...  :nervous:
Couldn't you just use a nav buoy, set it hostile, check the "Stealth" tag in its misc options and use fire-beam sexp? (with a table-hacked beam a with ludicrous +range: value).
Title: Re: Beam bombardment in FRED
Post by: karajorma on May 11, 2008, 01:16:11 am
Hostiles don't. Friendlies on the other hand do. So you need the second SEXP in order to do this with a friendly ship.
Title: Re: Beam bombardment in FRED
Post by: colecampbell666 on May 11, 2008, 10:50:54 am
Nope. I can fire a beam from a friendly destroyer etc, and have it hit a friendly fighter.
Title: Re: Beam bombardment in FRED
Post by: Droid803 on May 11, 2008, 11:09:51 am
Er...then why use a friendly target in the first place?  :confused:
If a hostile can shoot at another hostile, then why not just use a stealthed hostile nav buoy as a target?
Title: Re: Beam bombardment in FRED
Post by: Mobius on May 11, 2008, 11:16:40 am
Wait one second...what if I want to represent a slashing beam effect? The object will be too far to make the slash effect look good(or better, it will be barely noticed), do I need to modify the table entry to get that effect?
Title: Re: Beam bombardment in FRED
Post by: Droid803 on May 11, 2008, 11:26:50 am
Slashing a planet?  :wtf: alright...
You could theoretically place the target closer, and make it totally invisible, and it still shouldn't be noticed.
Title: Re: Beam bombardment in FRED
Post by: blowfish on May 11, 2008, 12:25:43 pm
Er...then why use a friendly target in the first place?  :confused:
If a hostile can shoot at another hostile, then why not just use a stealthed hostile nav buoy as a target?

Nothing shoots at navbouys.  the IFF really doesn't matter in terms of what shoots what, since you will have to use fire-beam sexps anyway.
Title: Re: Beam bombardment in FRED
Post by: Droid803 on May 11, 2008, 12:38:49 pm
I meant with fire-beam, of course...
just beam-lock the firing ship and loop the event with the same loop delay as its normal cooldown (or more since its shooting at extended range)
Title: Re: Beam bombardment in FRED
Post by: blowfish on May 11, 2008, 12:42:06 pm
My point was that fire-beam doesn't care about IFF.
Title: Re: Beam bombardment in FRED
Post by: Droid803 on May 11, 2008, 12:46:59 pm
Oh. but still, if IFF doesn't matter, then why use friendly? it'd show up in events, it shows up on the radar...it'd be so much simpler to use hostile.
Title: Re: Beam bombardment in FRED
Post by: Mobius on May 11, 2008, 12:54:19 pm
But you can use the same trick :v: used with the SJD Sathanas...you can display an Earth model on your HUD while the model being targeted by the beam is nothing but a cargo crate. The IFF doesn't really matter with planets.