Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Vertigo 7 on August 11, 2008, 09:42:14 pm

Title: next big question, player arrivals
Post by: Vertigo 7 on August 11, 2008, 09:42:14 pm
ok this is really a 2 part question...

1... is there a way to have a player launch from a hanger bay instead of just being in the map?

and 2... is there a way to have a player emerge from hyperspace before the mission allows me to take control?
Title: Re: next big question, player arrivals
Post by: blowfish on August 11, 2008, 09:54:11 pm
1) Place the player's ship in the hanger (no, there's no other way)

2) You can't actually make the player emerge from subspace, but you can lock the player's controls (player-use-ai), and use cutscene sexps to show another ship warping in (then just have it vanish, and restore the player's control).
Title: Re: next big question, player arrivals
Post by: Vertigo 7 on August 11, 2008, 10:24:17 pm
well hrmph. ok no biggy, now can you have a player depart to a hanger instead of hyperspace?
Title: Re: next big question, player arrivals
Post by: blowfish on August 11, 2008, 10:28:36 pm
Yes.  Like this:

Code: [Select]
( when
   ( <
      ( distance-ship-subsystem
         "Alpha 1"
         "MyBigShip"
         "fighterbay"
      )
      300
   )
   ( end-mission )

Note: You may have to adjust the distance.  And be sure to make it chained, just like a normal RTB directive.
Title: Re: next big question, player arrivals
Post by: Vertigo 7 on August 11, 2008, 10:49:48 pm
how do you make a chained event?
Title: Re: next big question, player arrivals
Post by: Snail on August 12, 2008, 01:07:32 am
1) Place the player's ship in the hanger (no, there's no other way)
Unless I'm misunderstanding someone's post, why can't you just do this?

It works perfectly fine for me...

[attachment deleted by admin]
Title: Re: next big question, player arrivals
Post by: blowfish on August 12, 2008, 01:08:32 am
Well, then, you can do that.  I don't have much experience with FRED, so listen to Snail.
Title: Re: next big question, player arrivals
Post by: Droid803 on August 12, 2008, 01:09:34 am
You can set arrival cue for the player wing to be a hangar. it works (and snail, that's the wrong screenshot. you can't set arrival cues nor waves on player wings).
Well, at least on the version of FRED I have.
Title: Re: next big question, player arrivals
Post by: Snail on August 12, 2008, 01:11:09 am
Well, then, you can do that.  I don't have much experience with FRED, so listen to Snail.
Oh, yeah, you're on a Mac, right?

Well, anyhow, that should work for making the player arrive inside the hangarbay. Though it doesn't always give the best results. Sometimes wingmen smash into you and you go around bouncing around the walls of the hangar until you die.

(and snail, that's the wrong screenshot. you can't set arrival cues nor waves on player wings).
Well, at least on the version of FRED I have.
I had that screenshot lying around. Instead of taking a new one I just grabbed it. That's why there's that random name (Cyaegha) in there.
Title: Re: next big question, player arrivals
Post by: PL_Harpoon on August 12, 2008, 05:27:12 am
As for the "landing", in the campaign I`m making every mission starts end ends in a fighter bay, and the best way to do this is to create a normal RTB event, but instead of jumping into subspace, create a waypoint in the middle of a fighter bay, and end the mission, when the player is approx. 50 meters from it. I also added that the player ship must stop to end mission.
And as for the "takeoffs" you can also disable the engines of a player`s fighter and then fix them, when player presses some button (like: \ in my campaign).
Title: Re: next big question, player arrivals
Post by: blowfish on August 12, 2008, 01:36:56 pm
You don't need a waypoint.  You can just test the player ship's distance to the larger ship's fighter bay subsystem, as I demonstrated earlier.  This also allows you to move the big ship around without worrying about the waypoint.
Title: Re: next big question, player arrivals
Post by: Droid803 on August 12, 2008, 04:04:16 pm
You don't need a waypoint.  You can just test the player ship's distance to the larger ship's fighter bay subsystem, as I demonstrated earlier.  This also allows you to move the big ship around without worrying about the waypoint.

Yup. I use that for all mission that require landing, as do many other custom campaigns.
Title: Re: next big question, player arrivals
Post by: Vertigo 7 on August 12, 2008, 08:23:06 pm
thats awesome guys. I really appreciate your help =)