Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Crybertrance on October 11, 2011, 06:20:33 am
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Hi, I'm currently making a mod for Freespace 2, I wanted to know, is it possible to have a flyable GTD Hades?? If so, can someone please give me the code...I'm really sorry, but I am a complete N00b at coding...
Thanks in Advance....
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Yes, flyable capital ships are possible. For an example, check out the mission "The Blade Itself" from Blue Planet: War in Heaven.
One thing you should be aware of is that without careful fredding and maybe a bit of script work, it is not going to ne much fun.
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Is there a proper guide to add the capital ships? Even a rough one will do..!
EDIT: I checked out "The Blade Itself", I must say that mission is AWESOME! kudos to the entire BP team!! pity there are no missions like that... :(
Thanks
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Flyable Hades!
Navigate the treacherous space lanes of the FSU Project! Utilize his construct special ability to model Terran spacecraft! Get sweet "Swamp Troll" iconography!
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lol
Starslayer is talking about a forum member, Hades, who is a well-respected modeler around here. Just in case you were confused, Cybertrance.
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a 5 second table edit will get you something like I did here http://www.youtube.com/watch?v=DbKHDa0n3kw
for more than that however, I'm guessing you will need to do a lot of FRED work (and probably other things yeah?)
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a 5 second table edit will get you something like I did here http://www.youtube.com/watch?v=DbKHDa0n3kw
for more than that however, I'm guessing you will need to do a lot of FRED work (and probably other things yeah?)
AWESOME! Can you please show me an example code?
Thanks
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Use VPview to open up Blue Planet WiH vp files and extract the mission file for The Blade Itself and the ship related tables and by studying them you should be able to see what the bp team did
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Use VPview to open up Blue Planet WiH vp files and extract the mission file for The Blade Itself and the ship related tables and by studying them you should be able to see what the bp team did
Thanks, ill do that!
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It's even easier than that:
1. Download vpview32
2. Use vpview32 to open the .vp file titled 'root' in your freespace2 directory
3. Extract the ships.tbl from the root.vp. You should be able to find it in freespace2/data/tables. Save the file outside the .vp in freespace2/data/tables
4. Open the newly created ships.tbl file using notepad and use ctrl+f to find the name of the capital ship you want to fly.
5. Scroll down to $Flags( ) and add the flag "player_ship" in the parenthesis make sure you type this exactly correct!
6. Save the ships.tbl file.
7. Open a mission using fred (you can even extract a mission from the retail root .vp and save it in freespace2/data/missions)
8. Add the ship you just modified under editors -> team loadout. Make sure the box next to the ship's name is checked and save the mission.
9. Play the mission in the tech room, you should be able to pick and play as your capital ship!
Note: When you're done you might want to delete the ships.tbl file you created or move it to a custom titled mod folder since the table you just created is nonstandard. e.g. you will get a warning when you try to play multiplayer games.
Play around with '*' '/' '.' on the number pad to adjust the camera, and if things get boring there's always time compression Shift+> -and- Shift+<
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a 5 second table edit will get you something like I did here http://www.youtube.com/watch?v=DbKHDa0n3kw
for more than that however, I'm guessing you will need to do a lot of FRED work (and probably other things yeah?)
AWESOME! Can you please show me an example code?
Thanks
Well all you need to do is add the flags "player_ship" to anything in the ships .tbl and make a mission where you either start in it or can select it in ship selection. The "show ship" flag is optional but for the Ravana works pretty well. Most other ships do not have good camera (at least the ones I've tried) so to change that you would need to edit the eye point of the ship's .pof file (with PCS2).
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I'll try it out ASAP!!
Thanks a LOT you guys! You'all have been the most helpful...Much more than other forums I have visited..! :)
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oh and I don't think anyone mentioned it but when you warp out when playing as a capship it will not be like when AI warps out, it will be the same speed as if you are a fighter (like around 40 m/s?) so when you warp out in big ships (destroyer or larger) it will take A LONG TIME...so yeah just a warning lol, idk of a fix, does anyone here know of a fix to that?...besides just not warping out, duh.
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The Blade Itself ends the mission when the player presses Alt-J.
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$Warpout Speed:
FS2 Open 3.6.10:
- Sets the speed at which the ship warps out for default warpout effect
- Sets the time that the ships warp out (not the animation itself) takes for BTRL type warpout effects[/li][/list]
FS2 Open, 3.6.13:
- Sets the minimum speed required for the ship to warp out for hyperspace type warpout effects
FS2 Open 3.6.10:
Syntax: Float, meters per second or milliseconds
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well that kinda fixes it, still takes a long time to "warm up" so to speak but when the camera goes to 3rd person/you start actually warping out it is a lot faster.
edit: nvm that was due to the ship's uber slow accel/decel times, making them more like a fighters fixed the slow warm up. Now all that is left for warpout at least is the camera zoom being way too small...but whatever doesnt really matter i guess.
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Most other ships do not have good camera (at least the ones I've tried) so to change that you would need to edit the eye point of the ship's .pof file (with PCS2).
[/quote]
How do I do that??
Also, I finally got it working...But the beam cannons on the Hades wont fire! I edited the 'High Noon' (SM3-02) mission from Freespace 2
Thanks
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Most other ships do not have good camera (at least the ones I've tried) so to change that you would need to edit the eye point of the ship's .pof file (with PCS2).
How do I do that??
Thanks
[/quote]
With PCS2
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put a beam-free-all event for ANY player ship in the mission, it will enable beams for any player ship even if you switch to another class in ship selection.
and the eyepoint ya...like I said, PCS2
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You could just set the mission flag "beams freed by default" and lock other ship's beams as/if necessary.
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IIRC "all ships beam freed by default" doesn't actually beam free the player's ship. At least, that's what I recall from my trial runs.
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IIRC "all ships beam freed by default" doesn't actually beam free the player's ship. At least, that's what I recall from my trial runs.
Really? That's interesting.. and kinda weird...
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ya I noticed that when I first did a player capship, the one you set to start as in FRED is fine the beams work but as soon as you switch your cap to another in-game ship selection the beams dont work, a beam free all for the player fixed it
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IIRC "all ships beam freed by default" doesn't actually beam free the player's ship. At least, that's what I recall from my trial runs.
I believe it. I used to have a hard time freeing player capship beams in multiplayer missions especially when they respawn.
This sexp should work. To make a sexp, open your custom mission in fred in the events editor and make a new event that looks like this:
when
-true
->beam-free-all
<hades>
This is the first sexp 95% of people new to freding learn first. (accuracy not verified)
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IIRC "all ships beam freed by default" doesn't actually beam free the player's ship. At least, that's what I recall from my trial runs.
I believe it. I used to have a hard time freeing player capship beams in multiplayer missions especially when they respawn.
This sexp should work. To make a sexp, open your custom mission in fred in the events editor and make a new event that looks like this:
when
-true
->beam-free-all
<hades>
This is the first sexp 95% of people new to freding learn first. (accuracy not verified)
I never learned that sexp... do you use trigger count if there are respawns?
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IIRC "all ships beam freed by default" doesn't actually beam free the player's ship. At least, that's what I recall from my trial runs.
I believe it. I used to have a hard time freeing player capship beams in multiplayer missions especially when they respawn.
This sexp should work. To make a sexp, open your custom mission in fred in the events editor and make a new event that looks like this:
when
-true
->beam-free-all
<hades>
This is the first sexp 95% of people new to freding learn first. (accuracy not verified)
I never learned that sexp... do you use trigger count if there are respawns?
You have to yeah. Since there is no respawn trigger in multiplayer and I was too lazy at the time to find a more elegant way to do it, I just triggered the sexp every 10 seconds.
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Excuse my n00bness, but how do I edit an eyepoint IN PCS2 :confused:
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open .pof file, you will have to get it out of the mv_assets.vp (PCS2 is in tools folder, which should be in your main FS2 folder)
go to Eye Points
edit Offset X Y Z values (look at the dot in the model view, it moves as you change the numbers so just keep moving it until you get it where you want it
the Hades is capital05.pof btw in case you didnt know that already
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open .pof file, you will have to get it out of the mv_assets.vp (PCS2 is in tools folder, which should be in your main FS2 folder)
go to Eye Points
edit Offset X Y Z values (look at the dot in the model view, it moves as you change the numbers so just keep moving it until you get it where you want it
the Hades is capital05.pof btw in case you didnt know that already
Thanks but is there a way to fine tune the Offset Values?
Also, is there a way to remove that red tint across the screen when you get hit by a laser or something??
It makes sense in s fighter, but not i a capship...
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Also, is there a way to remove that red tint across the screen when you get hit by a laser or something??
It makes sense in s fighter, but not i a capship...
"no pain flash" ship flag. (http://www.hard-light.net/wiki/index.php/Ships.tbl#.22no_pain_flash.22)
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I finally got it working fine in-game (eye-point and all) However the other AI Ships dont fire therie beams at all! And yes I have the "beam-free-all" event with all the ship names below...Its like this...
when
-true
->beam-free-all
<hades>
<sobek>
<Fenris>
The Sobek and the Fenris should attack me with their beams, but the only attack with lasers, missiles, etc...
I have their Initial Orders to Attack "alpha 1"...
EDIT: Also can you have fighter launch from the player CapShip??
Thanks
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No fighter launch is possible from player ships.
Try beam-unprotect'ing "Alpha 1". Sometimes you get randomly beam-protected for some reason.
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No fighter launch is possible from player ships.
Try beam-unprotect'ing "Alpha 1". Sometimes you get randomly beam-protected for some reason.
Here is a pic from the flags menu...Am i missing something?
[attachment deleted by a basterd]
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via SEXP.
:/ some weird quirk...
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via SEXP.
:/ some weird quirk...
so, you mean I have to un'beam-protect by SEXp?
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I donno, I had to do that, and sometimes the player is still protected. I donno what happens.
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wait why beam free all for the other ships? Just go to mission specs and check all ships beam freed by default...and I thought you had to do an event for each ship (at least I had to back in retail before the mission spec addition).
pretty much what I did for that clip where I was in the Ravana. Well that and the beam free all for alpha 1 event.
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wait why beam free all for the other ships? Just go to mission specs and check all ships beam freed by default...and I thought you had to do an event for each ship (at least I had to back in retail before the mission spec addition).
pretty much what I did for that clip where I was in the Ravana. Well that and the beam free all for alpha 1 event.
Thanks that did the trick!
Also, how do I change the Warpout speed? I am using the "Shadow demonstration" build released by Valhatil... (fs2_open_3_6_13r_INF_SSE2.exe)
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easy just go to the ship entry and add this BELOW the $Slide decel: line (if you don't know, things in the table files MUST be in a specific order or it will not work) $Player Warpout Speed: 300.0
It does kinda depend on the ship class, if it was a cruiser I would go with 100, corvette like 150-180, destroyer 250-300 and anything bigger than that probably 700-800.
After that, go to the
$Forward accel:
$Forward decel:
lines, and tweak them to something like
$Forward accel: 3.0
$Forward decel: 6.0
thats what I did for the player version of the Ravana and it works quite well.
I don't know of a way to fix the camera when you jump out and it goes to 3rd person, but that doesn't matter as much as the above does.
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easy just go to the ship entry and add this BELOW the $Slide decel: line (if you don't know, things in the table files MUST be in a specific order or it will not work) $Player Warpout Speed: 300.0
It does kinda depend on the ship class, if it was a cruiser I would go with 100, corvette like 150-180, destroyer 250-300 and anything bigger than that probably 700-800.
After that, go to the
$Forward accel:
$Forward decel:
lines, and tweak them to something like
$Forward accel: 3.0
$Forward decel: 6.0
thats what I did for the player version of the Ravana and it works quite well.
I don't know of a way to fix the camera when you jump out and it goes to 3rd person, but that doesn't matter as much as the above does.
Thanks man! :yes: Now the sip warps out quite realistically, but the subspace tunnel does not close after the ship has warped out! It just remains open for a LONG time and then closes! what am I doing wrong here? :banghead:
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dunno about that...maybe try adjusting numbers?
like...make warpout speed 600 instead of 300, and forward accel 1.5/decel 3.0 basically half the values and see if it changes anything