Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: azile0 on August 11, 2010, 01:33:36 pm

Title: Ships won't fire beams
Post by: azile0 on August 11, 2010, 01:33:36 pm
I've done some searching, but I couldn't find an answer to my problem. My problem is that when I order a ship to jump in, even if it's got the Beam-free-all event flag, it won't fire it's beams. If I don't make it warp in, it fires fine. I tested this with a Ravana, after jumping in it was about 3k from a Deimos, and it never fired it's beams, only turrets.

I changed the Ravana to three Rakshasas, coming from behind, ending up at 2k. None of the three Rakshasas fired beams, only turrets. The Moloch that the Deimos was dueling fired beams.

I am utterly confused by this. Is there something I need to do to enable ships to fire beams after they jump in?
Title: Re: Ships won't fire beams
Post by: General Battuta on August 11, 2010, 01:35:34 pm
Are you firing the beam-free-all before the ship arrives in mission?

If so, since the ship doesn't exist yet, it can't very well be beam-freed.

Alternatively go to mission specs and check 'all ships beam-freed by default'.
Title: Re: Ships won't fire beams
Post by: azile0 on August 11, 2010, 01:39:57 pm
Oh.. That makes sense. I've only done a couple missions in FRED, so I have no idea what I'm doing past the Events screen. Especially since I don't know coding languages, or scripting.
Title: Re: Ships won't fire beams
Post by: General Battuta on August 11, 2010, 02:03:50 pm
Oh.. That makes sense. I've only done a couple missions in FRED, so I have no idea what I'm doing past the Events screen. Especially since I don't know coding languages, or scripting.

Neither do I; you don't need either to be competent at FRED though. Not one bit.
Title: Re: Ships won't fire beams
Post by: Droid803 on August 11, 2010, 04:45:36 pm
Well, knowledge of coding helps with variables and stuff (like looping over arguments to remove background bitmaps instead of using...tons of SEXPs). Some programming background certainly helps deciphering complex missions.

So helpful, but not required :P
Title: Re: Ships won't fire beams
Post by: Mobius on August 11, 2010, 05:15:29 pm
FRED is intuitive, powerful and very easy to use. Knowledge of coding may help sure, but intuition remains the key to good FREDding.  ;)

My suggestion is: experiment, experiment and experiment. Even opening someone else's mission files to understand how certain events are handled can help. :)
Title: Re: Ships won't fire beams
Post by: Droid803 on August 11, 2010, 05:52:47 pm
Even opening someone else's mission files to understand how certain events are handled can help. :)

This. I would never have figured out how to do a fake supernova timer otherwise :P
Title: Re: Ships won't fire beams
Post by: karajorma on August 12, 2010, 05:17:42 am
Well, knowledge of coding helps with variables and stuff (like looping over arguments to remove background bitmaps instead of using...tons of SEXPs). Some programming background certainly helps deciphering complex missions.

So helpful, but not required :P

Definitely. If you do know either you'll have picked up tricks which you can later use in mission making. But there is no reason you can't learn that stuff while making missions. :)
Title: Re: Ships won't fire beams
Post by: Dilmah G on August 12, 2010, 06:38:33 am
My suggestion is: experiment, experiment and experiment. Even opening someone else's mission files to understand how certain events are handled can help. :)
Agreed 100%.

I've done more experimental and 'proof of concept' missions than actual hard and fast missions.

And I've probably opened up more missions in FRED than I've ever FREDed myself. :P