Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Arkangel on October 03, 2008, 06:37:44 am

Title: Priority Targets
Post by: Arkangel on October 03, 2008, 06:37:44 am
In a mission i have an enemy capship following a set of waypoints whilst it muscles its way through a blockade. At the end of that blockade is its target that i want it to fire upon as soon as it's in range but it still concentrates on other ships. Is there a way to keep beam free mode, not script the beams, maintain the specified waypoints and set a priority target?
Title: Re: Priority Targets
Post by: Spicious on October 03, 2008, 06:42:39 am
Yes (http://www.hard-light.net/forums/index.php/topic,54893.0.html).
Title: Re: Priority Targets
Post by: Arkangel on October 03, 2008, 06:48:48 am
Is there a way i can apply that to any build of fred2 open?
Sorry, i dont quite understand, is there simply an SEXP combination that would allow me to achieve this? If its there i cant see it
Title: Re: Priority Targets
Post by: Colonol Dekker on October 03, 2008, 06:51:00 am
Set initial orders to attack the target higher than the waypoint priority.
Title: Re: Priority Targets
Post by: Spicious on October 03, 2008, 06:58:27 am
No, it just works in that build.
Title: Re: Priority Targets
Post by: Colonol Dekker on October 03, 2008, 07:41:56 am


Set initial orders to attack the target higher than the waypoint priority.

Doesn't that work in every build :nervous:
Title: Re: Priority Targets
Post by: Arkangel on October 03, 2008, 07:43:50 am
Set initial orders to attack the target higher than the waypoint priority.

But wont it just attack the priority until its dead and then follow the waypoints? The reason i want it on waypoints is to prevent the spastic movements of 'attack ship'




Set initial orders to attack the target higher than the waypoint priority.

Doesn't that work in every build :nervous:

He was referring to a build he supplied above :)
Title: Re: Priority Targets
Post by: Colonol Dekker on October 03, 2008, 07:50:51 am
Stick to the mans aedvice then, i've not combat tested this theory yet :nervous: back to work :warp:
Title: Re: Priority Targets
Post by: Spicious on October 07, 2008, 06:17:47 am
It's interesting that this pretty much got the same reaction this time around too.
Title: Re: Priority Targets
Post by: Arkangel on October 07, 2008, 06:23:45 am
Its appreciated but Im too incompetent at coding to work it, whenever i fiddle I destroy...
Title: Re: Priority Targets
Post by: karajorma on October 07, 2008, 10:25:03 am
It's interesting that this pretty much got the same reaction this time around too.

Problem is that Wanderer has some code that does something similar and I'm not certain which one works better at the moment. His seems to have more features.
Title: Re: Priority Targets
Post by: Wanderer on October 07, 2008, 12:10:23 pm
Might as well post the diff here...

Now... that should be it...


EDIT: it includes things like weapon hitpoints and bomb 'invulnerability' delay settings but other than that its just sort of system for giving target priorities for the turrets.

[attachment deleted by Tolwyn]
Title: Re: Priority Targets
Post by: karajorma on October 07, 2008, 01:17:18 pm
And I STILL need to make a SEXP for it. :rolleyes:

I'll get that done when I'm not buried under 100 other things I have to de.
Title: Re: Priority Targets
Post by: Snail on October 17, 2008, 12:56:11 pm
You must be overworked Kara, making typos like that.