Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: swamper123 on July 20, 2011, 04:58:26 pm

Title: Mission Problem (Ship dont jump)
Post by: swamper123 on July 20, 2011, 04:58:26 pm
I request help with this mission, I have set the Epeo to jump after Epeo1omg event is complete, but it dont jump  :banghead:, can anybody say me what I am doing wrong please.  :D :D

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Title: Re: Mission Problem (Ship dont jump)
Post by: LordPomposity on July 20, 2011, 05:22:35 pm
To clarify: you're trying to make it jump in, not out, right? Just want to be sure.

I think the problem is the 5000 second delay on its arrival cue. This makes it arrive 5000 seconds after its arrival cue returns true--so after the event is complete, there will be a wait of 8 seconds, then another wait of about and hour and a half before the destroyer warps in.
Title: Re: Mission Problem (Ship dont jump)
Post by: swamper123 on July 20, 2011, 05:34:46 pm
Yes it was for jumping in , thank you very much, that was the reason because I stop making other missions, thanks  :D :D :D :D
Title: Re: Mission Problem (Ship dont jump)
Post by: swamper123 on July 20, 2011, 05:42:11 pm
How much do I have to put of delay, it's fine with 20 seconds, or its depends?
Title: Re: Mission Problem (Ship dont jump)
Post by: LordPomposity on July 20, 2011, 05:48:46 pm
You don't have to put any delay. If n is your delay, then the ship will jump in n seconds after the stuff in the arrival cue box becomes true. So if you set it at 0, there will be an 8-second delay specified by your is-event-true-delay operator, and then the ship will jump in immediately thereafter. Set it to 20, and the total delay between the event becoming true and the ship arriving will be 28 seconds.
Title: Re: Mission Problem (Ship dont jump)
Post by: swamper123 on July 20, 2011, 05:51:46 pm
Thank you, I managed to set that :D