Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Spidey- on December 24, 2010, 07:11:19 pm
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I'm setting up a chase with the lead fighter heading towards a waypoint. I want the lead fighter to keep flying straight without maneuvering even when fired upon.
I set the waypoint priority to 89 and set the ship to ignore the pursuer, but it still starts making turns when fired upon
Do you have any suggestions?
Thanks!
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Give it play dead orders, and then move it with sexps.
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Perfect, thanks!
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Disabling dynamic goals would also probably do the trick, and be easier?
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I'm pretty sure they still dodge out of the way of fire. Isn't that why you guys had to lock weapons on the first mission with Sanctuary in it in AoA?
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that's not the problem I had with it,
actually, my problem was that set speed appears overridden by play-dead. so the ship just stops
I figured out that every-time//face-object works well
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I have another problem,
For some reason I can't get this corvette to kamikaze into a hostile destroyer. I've set-goals, forced speed, made sure invul's off, but they just keep turning away from each other.
Thanks for your help!
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Have you actually set the corvette up to be a kamikaze ship? If not, you need to do any of the following:
1) Ship Editor ---> Edit Ship ---> Misc ---> Kamikaze. You can even select the damage it inflicts.
2) Use the "kamikaze" SEXP ("not-kamikaze" to undo). You can select the damage here, too. This one is useful if you want a given ship to go kamikaze after event X has occurred during the mission, and not by default.
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yes, i have
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Is the destroyer supposed to attack the corvette? If so, it'd be hard to collide in the resulting flying circus.
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*face-palm*
I had my priorities mixed up :p
Thanks again
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You're welcome, Spidey. :D
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collide in the resulting flying circus.
Rather mild description of the spectacle of directly ordering two capital ships to engage each other.
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no, it's not that, i had one going to a waypoint
New problem, is it me or is set-object-speed-z broken? absolute reference has it moving in x axis and relative doesn't even work.
I'm trying to have the corvette collide with the destroyer at speed and set-speed is the only way I can think of.
-edit: nvm, normal speed is sufficient for what I need, but I still don't know about the SEXP, did a search and didn't find anyone reporting
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IIRC, those SEXPs only works if the ship has no other goals at the time. Try adding a clear-goals, see if that helps?
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i have it set to play dead, clear-goals would not work because the ship just starts flying around. either way, the set-speed-x/y work fine
anyways, new problem, I'm trying to get the subtitle-image to work. I have a TGA in the maps folder. I couldn't find the option in launcher so I'm assuming TGA/JPEGs are enabled with recent builds. Right now I'm just using a 500x500 gray testimage
when
-has-time-elapsed
-2
-show-subtitle-image
-testimage
-50
-50
op=false
op=false
-0
-0
-6000
I've also tried all settings to default (except time), placing the image in data/hud and data/interface
Thanks for your suggestions
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I'm not sure, it's been a while since I last used image subtitles, but I think you should move the pic from the maps folder to the hud folder.
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effects, actually.
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Uhm, I've just checked, I used to place the image subtitles I wanted to use in data/hud. The engine could check both subfolders looking for image subtitles, who knows.
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I have a working example of the subtitle images placed in effects from my own mods.
Its also where they're found for WoD.
EDIT: wait I was using show-subtitle :nervous:
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no joy with the effects folder either
the text subtitles work fine
does anyone have an example using the newer subtitle-image?
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Show-subtitle-image works with images placed in \interface too. And yes, JPG/TGAs are enabled by default nowadays.
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so... :nervous:
am I supposed to write a table for the images? 'cause i didn't need to for sounds...
-edit: I looked at BP's intro and it turns out my TGAs weren't formatted properly
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so... :nervous:
am I supposed to write a table for the images? 'cause i didn't need to for sounds...
No, you don't.
-edit: I looked at BP's intro and it turns out my TGAs weren't formatted properly
So it works now? Good!
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Well, I board this thread this time.
Is there a sexp which let one ship attack anything which dares to stray into weapon range?
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Capital ships will do that automatically. Fighters will also fight even if given no orders if an enemy comes too close, but if you want them to actually go hunting, use ai-chase-any. Finally, if you want them to go hunting but still stay in a general area, have them guard something there and they'll try to keep enemies away but not stray more than a couple of clicks from the object they're guarding.
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While this works well for the Dante...a Sathanas won't fire at anything except some ship is jumping right before her frontal beams...
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Capship fights should be handled by waypoints SEXPs, not ai orders.
At least, it makes it much easier to balance.
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Well, I will stck with this thread.
Next question: How does texture replacement work, for example replacing the texture of a Leviathan with that of a...Raynor?
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Well, you look at the name of the texture you want to replace and the one you want to use, then you put them in their respective textboxes. You don't need to replace -shine,-normal or -glow maps, FS will do that for you. Simple as that.
HOWEVER, not all ships are textured the same way. In the specific example you mentioned, the Leviathan (at least the hi-poly one) has been UVmapped (i.e. the entire ship uses just one texture), while the Raynor has been tilemapped (i.e. uses multiple textures). Try it out, you'll see that the result looks really bad. UVmapped ships usually require a custom-made texture if you want them to look different.
You can, for example, make the Orion or the Colossus use Raynor textures, since both ships are tilemapped; but if you really want a different-looking Leviathan you'll either have to use the retail model (which is tilemapped) or make a new texture for it - in which case you can use texture replacement to make it use the new texture, of course.
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Well...I already failed after trying to replace a Leviathan with a Deimos...but where do I find...which ship uses which texture?
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The easiest way would be to download and install PCS2 or ModelView. Look around on the Wiki, there must be some links there.
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For most mediaVPs ships, there should be a (semi-)up to date listing of which textures it uses in the ship's article. By that I mean if the mesh has been altered from retail.
After all, I put most of them there :P