Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: PaddeMann on February 01, 2009, 05:04:34 am
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Hey everyone!
I'm pretty new to FRED2 and making missions, and I've come across a problem I'm unable to solve :(
I'm making a mission where I have a capital ship approaching a hostile base.
The capital ship is moving to a waypoint within firing range, but when it reaches the waypoint, the ship stops(like it's supposed to), but then it also starts turning.
I want it to face the station and stand still while firing at it, and not turn around going all belly up and backside facing the station.
I've tried using ai-stay-still, and even removing the AI without any luck.
How do I do this?
All help appreciated.
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Cancel the ship's orders when it gets close to the waypoint rather than waiting for it to actually reach it. Capital ships in FS2 are notorious for missing waypoints by a metre or two and then dancing around trying to hit it. Move the waypoint 100m closer to the station and clear orders for the ship once it is 100m away from the waypoint.
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Oh, thanks!
And as I'm being a total newbie here, what events do I use for it to trigger when it's 100m away from the waypoint?
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when
-=
-distance
-Capital Ship
-Waypoint
-100
-beam-free-all
-Capital Ship
(I don't know the exactly sense of "trigger" word in your sentence, but I hope that's what you were expecting :))
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when
-=
-distance
-Capital Ship
-Waypoint
-100
-beam-free-all
-Capital Ship
I'd use:
when
- <
- distance
- Capital Ship
- Waypoint
- 101
- beam-free-all
-Capital Ship
:)
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Thanks a lot for great help :)
I actually managed to figure it out on my own before I read the posts on it :D
This solved my whole problem, tho
[bad joke]
The answer was quite logical
[/bad joke]
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First time I discovered this glitch, the Colossus was involved... It smacked a Fenris in the process XD