Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Unknown Target on February 21, 2002, 10:04:00 am
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Is it possible to get them to be automatically be destroyed when something happens in-mission? Or how about a FRED 2 SEXP?
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I've been meaning to ask this for a while: what is an SEXP?
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a logical expression, it's the foundation of all aspects of all FS missions, there extreemly easy to understand thankfully
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Originally posted by Bobboau
a logical expression, it's the foundation of all aspects of all FS missions, there extreemly easy to understand thankfully
unfortunately, I have some very retarded brains :p
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Originally posted by venom2506
unfortunately, I have some very retarded brains :p
We know. You actually LIKE Evangelion. ;) :p
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Originally posted by mikhael
We know. You actually LIKE Evangelion. ;) :p
:p
If you look at the success of Eva, actually, a lot of people are retarded :D
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Here here!:doh: :D
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Three words!
Mecha...kicks...ass!
:D
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Originally posted by delta_7890
Three words!
Mecha...kicks...ass!
:D
Mecha is very cool. Evangelion isn't. But Venom and I have argued this one out. Search the forums. ;) It was meant as a joke gang.
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Originally posted by Unkown Target
Is it possible to get them to be automatically be destroyed when something happens in-mission? Or how about a FRED 2 SEXP?
Back to his original question - no
Debris is not tracked as a valid object, it is created and then runs on its own in a strait line with whatever rotation on it until it times out. The timeout is the only way to destroy debris other then actually targeting it with your primary or secondary weapons.
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Is it just me, but doesn't the Terran and Vasudan debris that can be set as an 'asteroid field' look pracialy nothing like it came from any of the Terran or Vasudan ships in the game? This just bugs me.
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And can you link the timeout to a SEXP, and edit the timeout time ( I think I saw a variable in the .rbls about this)