Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: headdie on August 20, 2011, 02:21:16 pm

Title: sexp request
Post by: headdie on August 20, 2011, 02:21:16 pm
based on http://www.hard-light.net/forums/index.php?topic=25406.msg1541445#msg1541445

basically a sexp which allows the fredder to force a ship to fire it's turrets in a definable sequence.  the way I see it looking in FRED is.

- Turret Sequence
-- Affected ship [this is the basic option the rest are optional, this will force a ship to fire its turrets in number sequence at any target following the normal rules]
-- Repeat count [how often the sequence will be run before reverting to default rules]
-- Target ship [Restrict fire to a specific target]
-- Ignore unlisted turrets [yes/no requires the last option to be used]
-- turret number [used to define a specific turret order, this option can be used for as often as required, unlisted turrets will fire in number order after this sequence unless Ignore unlisted turrets is set to yes]
Title: Re: sexp request
Post by: MatthTheGeek on August 20, 2011, 02:24:38 pm
... You know you can already do that with existing sexps, right ?
Title: Re: sexp request
Post by: headdie on August 20, 2011, 02:37:29 pm
I had a look and it took several involving 2 per turret per firing, imagine doing it for a Titan (35 turrets) or Raynor (41 Turrets)
Title: Re: sexp request
Post by: The E on August 20, 2011, 02:38:51 pm
Arguments are your friends. And notepad++ should be always kept ready.
Title: Re: sexp request
Post by: MatthTheGeek on August 20, 2011, 03:14:05 pm
What The_E said. You think I did my fake respawn only with FRED ?

Point is, if you can do it with existing sexps, making a dedicated sexp for that is a waste of coder time IMHO.
Title: Re: sexp request
Post by: Droid803 on August 21, 2011, 09:01:09 pm
Regarding this, I want a way to chain events via milliseconds without using a retarded ship flying waypoints. While that works, it is stupid to have to hack it that way. >.>

event-true-delay-msecs plz
I mean we have milliseconds for a billion other things in FRED.
Title: Re: sexp request
Post by: karajorma on August 22, 2011, 05:44:07 am
Coded.

Committed.
Title: Re: sexp request
Post by: Spoon on August 22, 2011, 07:32:16 am
That was fast  :eek2:

Nice though, I approve of this miliseconds event true instead of seconds  :yes:
Title: Re: sexp request
Post by: karajorma on August 22, 2011, 07:50:05 am
The main coding effort was basically 3 lines of code. :p Then it just required all the plumbing required to make a SEXP work (which is really simply and takes less than 2-3 minutes to add).
Title: Re: sexp request
Post by: Colonol Dekker on August 22, 2011, 07:55:31 am
Set-Scale-background


Like the sun growing massive for a supernova. But for planets to shrink or grow in realtime, , combined with an autopliot. I hope to simulate a bit of far-travel. (Time compression autopilot rather than the transitional cutscene one)


bitmap (existing name in list)
scale to set
time for effect to complete (in Miliseconds :D)




Thankoo. :x
Title: Re: sexp request
Post by: mjn.mixael on August 22, 2011, 10:11:03 am
Possibly related or useful to the original post...

turret-fired-since?
Title: Re: sexp request
Post by: Goober5000 on August 22, 2011, 10:30:57 pm
Coded.

Committed.
You know, we already have mission-time-msecs, which can be used in combination with is-event-true-delay or any other sexp.  I really don't want us to make millisecond counterparts of every single sexp...
Title: Re: sexp request
Post by: karajorma on August 22, 2011, 11:34:14 pm
I agree, but is-event-true is such a basic building block for missions that it's stupid to have to mess around with mission-time-msecs and variables every time you need it.