Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: PL_Harpoon on August 09, 2008, 02:53:47 pm

Title: Red-alert question
Post by: PL_Harpoon on August 09, 2008, 02:53:47 pm
Well... I have a little problem with my red-alert mission.
I wanted to create a "mission" which take place in two systems, so I made two missions. In the first one, I added a red-alert SEXP, when the player presses Alt-J. In the same time I ordered all allied ships (about 15, all wingmens) to warp out. The second one was a red alert mission. Then I made a campaign to test it.
So, I finished the first one (3 allied ships was destroyed) and everything worked fine, but when i started the second, 2 wings (8 ships) was already destroyed. Not to mention, one of them was guardianed in a previous mission. So, I changed the first mission, that, instead of adding red-alert SEXP, when Alt-j is pressed, i added it when the mission is complete.
It worked, but is there a way, I could do a red-alert mission, when player actually starts warp-out sequence?

PS. The strange thing is, it doesn`t work even when (due to never-warp SEXP or "no subspace drive ") you cannot warp. But, when I add a force-warp event to the mission complete event everything works just fine.
So, is the red-alert somehow linked to alt-j sequence? :doubt:
Title: Re: Red-alert question
Post by: FUBAR-BDHR on August 09, 2008, 06:21:08 pm
Well there are ways 2 things I can think of off the top of my head.  First one probably won't work buy you could try putting red-alert in the has-departed-delay alpha 1 event.  Second is using persistent variables for the ships and not doing a red-alert.  Just store the hull strength of the ships to variables and have the ships arrive if the the variable for that ship is > 0.  Of course this has the downside to not preserving the the status of subsystems. 

Probably some easy way but I've never really messed around with red-alert missions.  Maybe I'll play with it tonight.
Title: Re: Red-alert question
Post by: PL_Harpoon on August 10, 2008, 03:46:39 am
Ok, I fugured everything uot and it was my fault. I should add "red-alert carry status" to my whole unit.
When I did it, i can do everything, jump out, end mission, force-warp etc...
Oh, and putting red-alert in has-departed-delay event doesn`t work, because the mission is over, when it gets red-alert status.
Thanks for the help anyway.
Title: Re: Red-alert question
Post by: Snail on August 10, 2008, 05:30:48 am
Try
key-pressed
Alt+J
Title: Re: Red-alert question
Post by: PL_Harpoon on August 10, 2008, 06:04:37 am
Yeah, after I added "red-alert carry status" it works that way.
Title: Re: Red-alert question
Post by: CP5670 on August 10, 2008, 01:50:44 pm
Try
key-pressed
Alt+J

This works especially well if you know what ship the player has. You can time it so that the red alert kicks in just before the subspace warp closes.
Title: Re: Red-alert question
Post by: Colonol Dekker on August 12, 2008, 09:43:05 am
Just break the drive at the start and still use the red-alert and use a fade to white to simulate the jump. :nervous: