Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Black Wolf on December 11, 2008, 03:58:22 am
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Is there any good reason? Tis quite irksome, because I want some SOC guys to attack Alpha wing and put them out of commission without killing them, so I figure disruptor/tag missiles, and use is-tagged to permanantly disable the fighter. Easy. But. I can't GST the SOC people because I need huge in the weapon, and I can't put huge in the weapon because then they wont use it on Alpha wing! So I figure it'll work if all I do is give them only these tag/disruptor missiles, but this means in the small amount of combat they do do, they're all over the place tagging everything. Which is a bit odd. I can probably fiddle their secondary loadout and make it work wth the new sexps, but it'd be easier to GST it.
So, is tghere a reason, or should I request it get switched over?
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Incidentally, I've just gotten through the troublesome part of this mission and made it my little *****. I am farking stoked about this fact. :D
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Hmm... tagging everything, you say? You could just force it with 'when not facing Alpha 1 lock secondaries.' And AI-Chase Alpha 1 with no dynamic goals, of course.
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Are there object-facing-object sexps now? Last I saw you could only check what the player was facing.
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There ought to be, weren't they included in part of the cutscene code?
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Not so far as I can tell.
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Well, I'd say just hack it in. Lose the TAG missiles entirely and script Alpha's engines blowing out with SEXPs. It will be more predictable, which means playthroughs will be a little less uncertain but you'll get much greater control over the gameplay.
Arm your SOC fighters with D-Missiles, EMP Missiles, Leech Cannons and Advanced Disruptors (or their FS2 equivalents) and the player will definitely have their systems scrambled enough to make the disabling plausible.
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Well, I'd say just hack it in. Lose the TAG missiles entirely and script Alpha's engines blowing out with SEXPs. It will be more predictable, which means playthroughs will be a little less uncertain but you'll get much greater control over the gameplay.
Arm your SOC fighters with D-Missiles, EMP Missiles, Leech Cannons and Advanced Disruptors (or their FS2 equivalents) and the player will definitely have their systems scrambled enough to make the disabling plausible.
Just give them a hacked missile with ZOMGWTFLOL shield and subsystem damage. Use SEXPs to swap out their secondaries when the time is appropriate. After the fact just use SEXPs to restore any subsystems you want to remain operational.
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As I said, I eneded up getting through the tricky part of the mission doing a combination of both - hacked in a special missile with EMP, Tag, Electronics and massive subsystem damage, then used is-tagged to sexp in the destruction of weapons and engines. Worked out quite well, though I now get CTDs due to something or other - I think possibly the support ship, will have to test.
Anyway, it's working and, though slightly hackish, effective enough.