Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Lucika on March 16, 2011, 04:32:36 pm
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I'd like to sexp a situation where a ship starts to warp out (like, already engages the speed-up) but POOF! the engines get squashed and it stops dead in its tracks. If the above is impossible, could I imitate the above events somehow?
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Dead in its tracks would be weird, because that's hundreds of m/s to zero in almost an instant. However, you could probably do something with warp-effect, co-ord manipulation and set-subsystem strength.
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Less than optimal indeed, captain!
~Vader, one of the X-Wing games, the Star Destroyer's engines were supposedly repaired but might have a "less than optimal" Hyperspace capability. xD
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I'd like to sexp a situation where a ship starts to warp out (like, already engages the speed-up) but POOF! the engines get squashed and it stops dead in its tracks. If the above is impossible, could I imitate the above events somehow?
Should be easy, give it a depart order then sabotage engines shortly thereafter. No sweat.
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I'd like to sexp a situation where a ship starts to warp out (like, already engages the speed-up) but POOF! the engines get squashed and it stops dead in its tracks. If the above is impossible, could I imitate the above events somehow?
Should be easy, give it a depart order then sabotage engines shortly thereafter. No sweat.
I tried that but it departed anyway, the delay was just a mere second :nervous:
EDIT: Same with 0 seconds. Also, the subsystem's destruction doesn't even show up in the event list.
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Well that's not cool!
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Should be easy, give it a depart order then sabotage engines shortly thereafter. No sweat.
I'm pretty sure that worked at one point but I think it was due to an SCP bug. :)
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It's definitely worked for me before, and I think it would be a bug if it didn't...
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I remember when i was trying to do something like that. I had something disable Hades in mid-jump with beamz, and the Hades stayed half-invisible and invulnerable in normal space :D :banghead:
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Wasn't this done in Sync?
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You can use SEXPS to get the warp effect you want without actually warping.
Step 1: trigger the false warp cycle on an event cue.
Step 2a: Use ship maneuver under coordinate manipulation to control the speed of the ship in the warp cycle.
Step 2b: Activate the warp sounds using play-sound-from-table. The warpout sound you are looking for is Rev1 or sound #50 in the tables.
Step 2c: Display the 'warp icon' in the hud using the hud sexps.
Step 3: Open a warp hole, if you want, in front of the player ship using a sexp.
Step 4: Break warp. By cancelling ship maneuver, closing the 'warp icon' and playing the aburn_1f sound using play-sound-from table. This one is #47 in the sounds .tbl.
By doing things this way, you never run the risk of the player leaving the mission and the game ending, and it prettymuch looks like the real thing.
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It's not the players' ship.
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Should still work though. Of course the 'play sound' cues might make things a little odd...
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It's not the players' ship.
Should be even easier then. Bigchunk's approach will work.