Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: TrashMan on November 25, 2008, 06:03:09 pm
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Has there been some drastic changes in the FRED campaign editor I'm not aware off?
I get errors when making a campaign - it seems as the old way doesn't work anymore.
Basicely, I recall you had double branching - a line going from mission1 to mission2 and a line from mission2 to mission1.
You'd set conditions for the next branching. Usually to go forward you only had true set, and to go backward for when critical objectives were not met (which basicely dumped you back to mission1 if you didn't do the objectives). I can make double lines.
Now my mind ain't working really well this late, so I figure I'm prolly just confused as hell....it's been a while so maybe I'm confusing various editors.
the other way would be to set the mission1 to mission2 branch to be true when the mission objective(goal) is completed. That gives me errors saying that the last branch for the mission isn't set to true.
WTF?
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Have you tried a build from the last few days? There was a fix to prevent crashes.
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Yeah.. I'm not talking about a crash. I'm talking about something looming different to me.. Errors where I don't recall them being.
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There were errors if you did that with retail. It would work but FRED would complain. Look at Goober's Freespacelancer for instance.
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IIRC, the correct approach is to have just a true set for the branching event and the fail goal for the added repeat mission event...yes?
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Not necessarily. The last entry should always be true. Beyond that you can have whatever combination you want.
Personally I prefer to have the mission success goal link to the next mission and set the repeat link to true.
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Hmm.....it doesn't matter then..Well, which way is better? Cause right now, I have it the other way around (repeat on goal fail and branch set to true)
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I prefer it my way round really. Your way requires you be certain you've thought of every single way you can fail the mission and still jump out. Mine requires that I've thought of every single way the player can succeed, and there are probably less of them.
Besides if I do screw up I'd rather the user was forced to replay a mission they had completed incorrectly (something they'd almost certainly report) than advance to the next mission even if they failed.
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Good point..guess I better re-do the links :P