Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Lowcorn on September 17, 2008, 11:58:21 pm
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so iv been makeing a whole bunch of fred maps and i find that if i put 2 manny ships into a map it crashes. Is there some way to avoid this?
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Yes. Don't put 2 manny ships into a map.
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Yeah, just cut down the number of ships. Chances are, you don't need that many anyways. Try and do more with less.
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It would be nice to have a message box saying what the problem is instead of a crash, tho.
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Eh? On my FRED whenever I exceed the ship amount, upon saving a message box appears and says "<Ship name> has an illegal number" then the ships that were last placed would dissapear.
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:wtf: I thought there was allready a discussion like this somewhere - the limit was about 130 or 300.
Though he does seem new. If you create "new wings" for each time a new wing arrives, consider using waves, so you might end up with "Cancer 23,24,25 and 26", but it really can reduce the actual ship count.
Excalibur.
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I think the limit is 400 in 3.6.10 builds. 130 is still the limit for ship table entries unless you use an Inferno build.
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I've never considered the issue before, waves don't affect that three hundred limit do they.
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No you still can have a wing consisting of 99 waves of 6 ships or 594 ships. That's 39501 ships for alpha 1 to destroy if you want. Just make sure carpel tunnel is covered under your insurance plan before you try it.
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Once that mine control headband goes retail, insurance companies will have to cover carpal brain syndrome too.
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How does the ship limit deal with wave threshold? If you've got it set up right, you could have more than the max number of ships per wing at a time, right?
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No. You can't have more than 6 ships per wave even with the threshold. FRED will automatically reset the threshold value to prevent you having 7 or more ships present.
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Just makeanother wing called "Cancer." and "Cancer" or paste some tiny unknown symbol in the wing name.
Wasn't there one that went invisible?
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Problem with that is you end up with two ships called Cancer 1 flying around.
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problems start when you have lots of capships around... :shaking:
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Out of curiosity what is the symbol, will prove useful in a mission I'm making
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"#"
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Kills by ship type: Cancer 1: 5
Cancer 2: 7
Cancer 3: 2 etc...
mmm...an "attack of the clones" mission?
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so iv been makeing a whole bunch of fred maps and i find that if i put 2 manny ships into a map it crashes. Is there some way to avoid this?
wasn't there also the possibility to use the ship-create sexp to bypass this problem?
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Yes. But that doesn't mean you should do that. If you're over 400 ships in a single mission you've probably gone way past the point of having a good working mission.
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I -can- see where a mission with a bunch of random explosions and stuff seems really neat, and all -- but to be honest, unless it's a cinematic where the player is AI locked to do waypoints, The number of ships have to be coordinated all together, and the more ships you have the more co-ordination.
Combat missions usually involve sparse fights, and a realistic armada would not be clashing heads with a huge fleet. If you are doing a mission with a massive train of ships (i.e. Battlestar Galactica and the many ships that are about) would be better to do a Hi-res rendition of the armada majority, and make it a part of the background. Or if you actually did it, you'd have to make sure all the ships are constanttly acting independently to make sure they don't collide.
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Yes. But that doesn't mean you should do that. If you're over 400 ships in a single mission you've probably gone way past the point of having a good working mission.
I know... at the beginning I was severely affected by the BoE syndrome... than with all the graphics improvements and my laptop getting old I calmed down a bit...
you'd have to make sure all the ships are constanttly acting independently to make sure they don't collide.
:nod: :nod:
and that becomes terribly chaotic.
but the effect in a cutscene (or even in the game) is way better than that of a static background.
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Yes. but :v: did do this to save on memory, when they had the Shivan 'march on Capella' thing happen. You kept seeing more and more and more and more every mission. Now, I will admit that seeing them during a cutscene is cool, but to pull it off the best way, you need some really neato choreography.
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Well, the Shivans weren't going to be stopped, so it didn't matter about the background, however, perhaps another armarda could be stopped, in which case, it might need to be in the mission for better effect.
Do we have animated backgrounds yet? (So you could have an ani of the armarda fighting in the background)
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Do we have animated backgrounds yet? (So you could have an ani of the armarda fighting in the background)
I wish :ha: (But honestly, that would be pretty cool.)