Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: davidthom1 on January 25, 2009, 05:22:30 am

Title: Quick Depature Cue Question
Post by: davidthom1 on January 25, 2009, 05:22:30 am
Hi,

I am currently making a trilogy of missions and in one of the missions, Alpha wing must capture a NTF Cruiser. First, the ship needs to be disabled before 90 seconds or it will depart (which i have got to work). Second, after the transport has arrived, i want it so after 55 seconds of being docked, the cruiser jumps out but i have not been able to get it to work so far. Any ideas?
Title: Re: Quick Depature Cue Question
Post by: Mobius on January 25, 2009, 05:34:09 am
:welcomesilver:

Welcome to the HLPBB!!! :D

Alright, you need to do two simple thing:

1) Since the cruiser is disabled in order to make it jump out you need to repair its engines. Create an event like this:

Repair Engines
  when
    has-docked-delay
      Transport
      NTF Cruiser
      <insert the number of seconds>

    repair-subsystem
     NTF Cruiser
     engines
   <insert a reasonable value, I suggest 20>


2) At this point, in the departure cue of the NTF cruiser(Ship Editor), set:

  is-event-true-delay
    Repair Engines
    <insert number of seconds>


:)
Title: Re: Quick Depature Cue Question
Post by: davidthom1 on January 25, 2009, 05:50:28 am
Right, i did everything you said but still the darn ship won't jump. How would you do the entire departure cue for the ship? (including the 90 second disable time one).
Title: Re: Quick Depature Cue Question
Post by: nostro_pl on January 25, 2009, 06:03:32 am
In departure cue U can write this:
-has-time-elapsed
-90
But if you disable engines in this time, cruiser won't departure.

With this departure after docking I suggest events, just like this:

when
-has-undocked-delay
-Cruiser
-Transport
55
-do nothing
-when (it's still the same event)
-order
-Cruiser
-depart

It should works now :)
Title: Re: Quick Depature Cue Question
Post by: davidthom1 on January 25, 2009, 06:23:19 am
Still not working, this is really annoying!
Title: Re: Quick Depature Cue Question
Post by: nostro_pl on January 25, 2009, 06:27:16 am
What's wrong? Why isn't it working? Are you absolutely sure you did everything like we said?
Title: Re: Quick Depature Cue Question
Post by: davidthom1 on January 25, 2009, 06:29:17 am
Well, the fact is, i didnt want the transport to undock so i changed it to when docked delay but it still doesnt work!
Title: Re: Quick Depature Cue Question
Post by: Mobius on January 25, 2009, 06:31:54 am
Well, the fact is, i didnt want the transport to undock so i changed it to when docked delay but it still doesnt work!

2) At this point, in the departure cue of the NTF cruiser(Ship Editor), set:

  is-event-true-delay
    Repair Engines

Title: Re: Quick Depature Cue Question
Post by: davidthom1 on January 25, 2009, 06:47:53 am
Still not working.

What i need is for someone to write out what i need to do fully. :P
Title: Re: Quick Depature Cue Question
Post by: Mobius on January 25, 2009, 07:03:40 am
I did.

Did you add the event intended to repair the cruiser's engines? :)
Title: Re: Quick Depature Cue Question
Post by: nostro_pl on January 25, 2009, 07:15:35 am
It seems not that simple at all. I also did everything like you said, Mobius, and i tried to do it using my own methods, but it's not working. It's now my top priority event  :p
Title: Re: Quick Depature Cue Question
Post by: Mobius on January 25, 2009, 07:17:44 am
Can you please post screenshots from the list of events and the Ship Editor? :)
Title: Re: Quick Depature Cue Question
Post by: nostro_pl on January 25, 2009, 07:51:42 am
Sure, here you are:
(http://img259.imageshack.us/img259/4872/rszp1010751mi9.th.jpg) (http://img259.imageshack.us/my.php?image=rszp1010751mi9.jpg)(http://img177.imageshack.us/img177/1115/rszp1010754yy3.th.jpg) (http://img177.imageshack.us/my.php?image=rszp1010754yy3.jpg)
Title: Re: Quick Depature Cue Question
Post by: davidthom1 on January 25, 2009, 07:54:21 am
Well here's what i entered into the departure cue.

or
  and
        has time elapsed
        not
              is-disabled-delay
              0
              (NTF Cruiser)
  is-event-true-delay
  repair engines
  5
Title: Re: Quick Depature Cue Question
Post by: Mobius on January 25, 2009, 08:07:32 am
Well here's what i entered into the departure cue.

or
  and
        has time elapsed
        not
              is-disabled-delay
              0
              (NTF Cruiser)
  is-event-true-delay
  repair engines
  5

That's not what I told you to add:


2) At this point, in the departure cue of the NTF cruiser(Ship Editor), set:

  is-event-true-delay
    Repair Engines


Sure, here you are:
(http://img259.imageshack.us/img259/4872/rszp1010751mi9.th.jpg) (http://img259.imageshack.us/my.php?image=rszp1010751mi9.jpg)(http://img177.imageshack.us/img177/1115/rszp1010754yy3.th.jpg) (http://img177.imageshack.us/my.php?image=rszp1010754yy3.jpg)

The engines are magically restored when the transport docks with the cruiser? Isn't it completely unrealistic?

One question: what was the cruiser ordered to do during the mission? Was it ordered to fly a set of waypoints or to attack a certain ship?

In that case you should use the "clear-goals" SEXP to make sure that its goals are reset. :)
Title: Re: Quick Depature Cue Question
Post by: davidthom1 on January 25, 2009, 08:11:33 am
http://www.2shared.com/file/4721441/14bc42c7/bombingrun.html

I'll give you the fs2 file to see what is wrong. :)
Title: Re: Quick Depature Cue Question
Post by: Angelus on January 25, 2009, 08:32:15 am
Can you upload it as attachment, please?
Title: Re: Quick Depature Cue Question
Post by: Mobius on January 25, 2009, 08:34:10 am
That site is killing my connection... :wtf:

Can you please e-mail the file? Also, like I requested above, posting all info regarding the cruiser's orders would be valuable. :)
Title: Re: Quick Depature Cue Question
Post by: davidthom1 on January 25, 2009, 08:36:02 am
The cruiser has NO orders, and sure, it should be attached with this message.

Also, thanks for all the help! :)

[attachment deleted by admin]
Title: Re: Quick Depature Cue Question
Post by: Mobius on January 25, 2009, 09:02:14 am
I got this error upon opening the mission:

"A squad logo was assigned to the player's wing. The player's squad logo will be displayed instead of the wing squad logo on ships in this wing."

This happens because you chose a logo for each wing. The most appropriate option is to use Squadron Reassign from Editors ---> Mission Specs. I couldn't do it myself because I don't have the logo you set for Alpha and Beta... ;)

The Harrington is tasked to attack the Everest: ordering a warship to attack another one isn't widely accepted as a good move. I set a waypoint path for the cruiser that will allow it to attack the Everest. I used cap-waypoint-speed for a better strike pattern. :)

I've also modified the Argo's arrival pattern to randomize it a bit. I hope you'll pardon the edit. ;)

I think I found the problem: with your settings, the Everest was supposed to depart and get its engines repaired at the same moment...I assume it wouldn't work this way. I modified the delays to make sue that the Everest departs after 55 seconds(its engines get repaired after 20 seconds). A SEXP will also make sure that it doesn't get disabled again. ;)


[attachment deleted by admin]
Title: Re: Quick Depature Cue Question
Post by: nostro_pl on January 25, 2009, 09:06:46 am
Quote from: Mobius
The engines are magically restored when the transport docks with the cruiser? Isn't it completely unrealistic?
Of course it is. That event is just a test one.
Title: Re: Quick Depature Cue Question
Post by: davidthom1 on January 25, 2009, 09:08:22 am
I get an error when attempting to open your version.

[attachment deleted by admin]
Title: Re: Quick Depature Cue Question
Post by: Mobius on January 25, 2009, 09:10:06 am
Are you using a recent FSO build? Looks like your build doesn't support Table Score...
Title: Re: Quick Depature Cue Question
Post by: davidthom1 on January 25, 2009, 09:13:07 am
I downloaded it last month, so i couldn't see how that is possible, is there a way of 'activiating' it?
Title: Re: Quick Depature Cue Question
Post by: Mobius on January 25, 2009, 09:17:20 am
Wait...are the other able to open the mission? I don't know if the problem is about your settings or mine...
Title: Re: Quick Depature Cue Question
Post by: Angelus on January 25, 2009, 09:19:49 am
I get a lot of errors opening the original mission, i'll check the one by Mobius...


EDIT: The mission Mobius edited gives me the same errors like the original file, but not the one posted by                            davidthom1.

Tested it with a Nightly build, rev 5034.
         
Title: Re: Quick Depature Cue Question
Post by: Mobius on January 25, 2009, 09:23:14 am
With this build (http://www.hard-light.net/forums/index.php/topic,60607.0.html) the only error I get is the one about the squad logo, which isn't critical. You may wish to get that Nightly Build... :)
Title: Re: Quick Depature Cue Question
Post by: Angelus on January 25, 2009, 09:27:09 am


Did he use a mod?

Title: Re: Quick Depature Cue Question
Post by: davidthom1 on January 25, 2009, 09:28:07 am
Ok, seems i don't have the latest build, can someone please be kind enough to show me how to get this version? It's all very  :wtf:.
Title: Re: Quick Depature Cue Question
Post by: Angelus on January 25, 2009, 09:31:52 am
In Mobius last post is a link to the latest one.
Title: Re: Quick Depature Cue Question
Post by: Mobius on January 25, 2009, 09:32:54 am
Did he use a mod?

I didn't get any mod warning. I used FRED 2 Open with the MVPs as mod so there shouldn't be any problems.

The only addition to the standard settings is the squadron logo. :)


Ok, seems i don't have the latest build, can someone please be kind enough to show me how to get this version? It's all very  :wtf:.

With this build (http://www.hard-light.net/forums/index.php/topic,60607.0.html) the only error I get is the one about the squad logo, which isn't critical. You may wish to get that Nightly Build... :)

:)
Title: Re: Quick Depature Cue Question
Post by: Angelus on January 25, 2009, 09:35:20 am
Nevermind, i forgot that i recently played ST:R, that's why i get a lot warnings. :)
Title: Re: Quick Depature Cue Question
Post by: Mobius on January 25, 2009, 09:38:28 am
Hey, you shouldn't keep ST:R as mod when attempting to play standard missions... ;)
Title: Re: Quick Depature Cue Question
Post by: Angelus on January 25, 2009, 09:41:28 am
Yeah, next time i check the mod tab, before checking non-mod missions. :D
Title: Re: Quick Depature Cue Question
Post by: davidthom1 on January 25, 2009, 09:42:59 am
Right, im updating now...but it appears my files were more out of date than i realised...i'll keep you posted whether my problem is fixed. :)
Title: Re: Quick Depature Cue Question
Post by: Mobius on January 25, 2009, 09:46:07 am
No problem. :)
Title: Re: Quick Depature Cue Question
Post by: davidthom1 on January 25, 2009, 09:53:54 am
So just to clarify, after i've updated my files, i download the build and all should be well?
Title: Re: Quick Depature Cue Question
Post by: Mobius on January 25, 2009, 12:02:13 pm
If you did everything right, yeah... :)
Title: Re: Quick Depature Cue Question
Post by: davidthom1 on January 26, 2009, 09:52:54 am
Well somehow my fred 2 and fs2 are corrupted now. I am now reinstalling with the original CD's and then running FSO installer.
Title: Re: Quick Depature Cue Question
Post by: davidthom1 on January 26, 2009, 01:27:50 pm
Ok, tested the mission, it works fine! :D Thank you very much for all of your help.
Title: Re: Quick Depature Cue Question
Post by: davidthom1 on January 26, 2009, 01:33:24 pm
Oh yeah, i forgot to mention, what would the full departure cue be if the ship wasnt disabled within 90 seconds?
Title: Re: Quick Depature Cue Question
Post by: davidthom1 on January 26, 2009, 01:48:16 pm
Oh and ALSO, when i try my other single mission with mediavp's, the wav files i have recorded don't work. is there a quick fix?
Title: Re: Quick Depature Cue Question
Post by: Mobius on January 30, 2009, 11:36:20 am
Oh yeah, i forgot to mention, what would the full departure cue be if the ship wasnt disabled within 90 seconds?

has-arrived-delay (or has-time-elapsed if the ship was ingame at the beginning)
  90

Since disabling a ship automatically implies that it won't be able to jump out, that's what you need. :)


Oh and ALSO, when i try my other single mission with mediavp's, the wav files i have recorded don't work. is there a quick fix?

I don't really know...maybe you should create a mod folder to use them. Read Karajorma's FreeSpace FAQTM's section dedicated solely to the installation of mods. You can find a link in my signature.  :D
Title: Re: Quick Depature Cue Question
Post by: davidthom1 on January 30, 2009, 02:19:59 pm
It's ALL fixed now Mobius, thank you for all of your help anyway :)
Title: Re: Quick Depature Cue Question
Post by: davidthom1 on February 15, 2009, 10:40:39 am
Seems my mission is more complicated than i thought.
Is it possible to make an event false by another event? This is because as soon as the engines of the Everest come back online it jumps, because it is no longer disabled and the time elapsed is 90.
Title: Re: Quick Depature Cue Question
Post by: Mobius on February 15, 2009, 11:28:29 am
Set the departure cue and make sure that the ship will not jump as soon as its engines are repaired...do this:

and
  <previous condition>

 not
  is-event-true-delay
    Repair Engines (or similar, I don't remember)
    0

:)
Title: Re: Quick Depature Cue Question
Post by: davidthom1 on February 15, 2009, 12:39:34 pm
hurrah! my mission now works! thanks again :P
Title: Re: Quick Depature Cue Question
Post by: Mobius on February 15, 2009, 12:41:48 pm
No problem... :)