Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: LoneKnight on August 05, 2011, 10:26:37 am
-
I've always wondered...what is the difference under Initial Orders : Ignore Ship and Ignore Ship (new)?
And why do you need to designate a target for "Stay Still"?
Just curious.
-
I don't know about 'Stay Still'...
But apparently the original Ignore command causes other crazy things to happen whereas the new one will do what you expect. The original was kept for retail compatibility.
-
From what I recall and understand, the original ignore tells EVERY ship to ignore that target. Whereas the new one only tells a certain ship to ignore a target.
-
After taking a look I believe Stay Still is actually just Play Dead but orient the ship towards a target. Not sure what context that would be used in...
-
After taking a look I believe Stay Still is actually just Play Dead but orient the ship towards a target. Not sure what context that would be used in...
For making it look as if a ship is scanning an object, I guess?
-
From what I recall and understand, the original ignore tells EVERY ship to ignore that target. Whereas the new one only tells a certain ship to ignore a target.
Yup. Also, the original ignore sets the protect flag on the "ignored" ship. And the comms menu was switched to use the new ignore rather than the old.
Volition really overdesigned that function, with the consequence that you can break a lot of missions in retail FS2. One of the most famous is The Sixth Wonder, where the Colossus simply won't attack the Hawkwood if you told anyone to ignore it earlier in the mission.
-
Volition really overdesigned that function, with the consequence that you can break a lot of missions in retail FS2. One of the most famous is The Sixth Wonder, where the Colossus simply won't attack the Hawkwood if you told anyone to ignore it earlier in the mission.
I used that often to my advantage to gain cap-ship kills by ordering the general ignore order, take the target's hull strength down as far as I could get it, then order a new attack, watch a nearby cap-ship kill it, and gain the credit for the kill. :nod:
-
Volition really overdesigned that function, with the consequence that you can break a lot of missions in retail FS2. One of the most famous is The Sixth Wonder, where the Colossus simply won't attack the Hawkwood if you told anyone to ignore it earlier in the mission.
Yeah I noticed that too. If I'm not mistaken, it starts firing on the Hawkwood if you command everyone to shoot at it.