Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Crybertrance on October 27, 2011, 09:23:18 am

Title: Freding woes!
Post by: Crybertrance on October 27, 2011, 09:23:18 am
Hey guys, just wanted to know how to change the speed of a capital ship in-game and how to add a jump-node...

To clarify, I have a mission in fred2 where, Alpha 1 has to escort two Triton class freighters with the help of a leviathan class cruiser, after warping in, the two freighters procede to their waypoint at a constant 30 m/s but the leviathan moves at just 10 m/s and hence stars falling behind... :nono:

I want to increase the speed of the cruiser or decrease the speed of the two freighters to balance their speed...
I edited the tbl and increased the max speed of the cruiser, but still no joy! I even tried the cap-waypoint-speed (or was it cap-speed-waypoint?) sexp but to no effect... :banghead:

PS: I have all the capital ships emerge from subspace.

Now, to the second point., Whenever I try to place a Jump node, there is just the green text "jump Node" (no green sphere, etc) It even dissaperes when I save my mission...Please help!! :(

[attachment deleted by a basterd]
Title: Re: Freding woes!
Post by: General Battuta on October 27, 2011, 09:26:45 am
cap-waypoint-speed on the freighters, you can only decrease speed with it
Title: Re: Freding woes!
Post by: Crybertrance on October 27, 2011, 09:41:01 am
cap-waypoint-speed on the freighters, you can only decrease speed with it

No luck, the freighter still move at 25 m/s
My sexp config is like this:

when
  -true
  ->cap-waypoint-speed
    <GTFr Calypso>
    <10>
Title: Re: Freding woes!
Post by: General Battuta on October 27, 2011, 09:43:22 am
You said the ships warp in. Your SEXP is firing when the mission starts (true). Ergo you're capping their speed before they even arrive in the mission, so nothing happens.

Change the trigger to has-arrived-delay 0.
Title: Re: Freding woes!
Post by: Rodo on October 27, 2011, 09:46:45 am
Is it also necessary for this sexp to have a waypoint PATH defined, and not just a single waypoint?. (just curiosity)
Title: Re: Freding woes!
Post by: mjn.mixael on October 27, 2011, 09:55:21 am
There is a bug with jumpnodes currently. You'll need to use a Nightly pre 7852 OR make the jump node in a text editor and then open the mission in FRED. DO NOT try to rename the jumpnode though. The bug also affects jumpnode naming and opening the naming dialog will lock you in an exescapable loop...

(These bugs have been reported on Mantis.)
Title: Re: Freding woes!
Post by: Crybertrance on October 27, 2011, 10:10:19 am
You said the ships warp in. Your SEXP is firing when the mission starts (true). Ergo you're capping their speed before they even arrive in the mission, so nothing happens.

Change the trigger to has-arrived-delay 0.

Thanks a bunch!

Is it also necessary for this sexp to have a waypoint PATH defined, and not just a single waypoint?. (just curiosity)

Nono, I have a good three waypoints, one for each ship! :nod:

There is a bug with jumpnodes currently. You'll need to use a Nightly pre 7852 OR make the jump node in a text editor and then open the mission in FRED. DO NOT try to rename the jumpnode though. The bug also affects jumpnode naming and opening the naming dialog will lock you in an exescapable loop...

(These bugs have been reported on Mantis.)

Thanks I guess I will have to try another build! Also, I am *not* locked in a loop when I rename the Node...using 7857 Nightly build

Also, guys, I need help on how to add things to the directives list, I have cancer wing to attack the convoy, how do I add this to the directives list
Also I need a directive to "Protect the Convoy" which fails if either ship is destroyed, Thnaks  :yes:
Title: Re: Freding woes!
Post by: General Battuta on October 27, 2011, 10:12:02 am
For the directive

event should be

has-departed-delay FREIGHTER 1 FREIGHTER 2

Directive Text: Protect Convoy

It will fail if either ship is destroyed.
Title: Re: Freding woes!
Post by: Crybertrance on October 27, 2011, 10:19:09 am
Thanks and for cancer wing?
Title: Re: Freding woes!
Post by: General Battuta on October 27, 2011, 10:22:04 am
Are you asking for a directive to 'destroy cancer wing', or a way to tell cancer to attack the convoy?
Title: Re: Freding woes!
Post by: Crybertrance on October 27, 2011, 10:26:45 am
Are you asking for a directive to 'destroy cancer wing', or a way to tell cancer to attack the convoy?

I'm asking for a way to display the directive "Destroy Cancer"
Title: Re: Freding woes!
Post by: X3N0-Life-Form on October 27, 2011, 11:05:04 am
I'm asking for a way to display the directive "Destroy Cancer"

Create an event with the trigger SEXP is-destroyed cancer
and write "Destroy Cancer" in the directive text textbox at the bottom of the event window
Title: Re: Freding woes!
Post by: Crybertrance on October 28, 2011, 08:26:10 am
I'm asking for a way to display the directive "Destroy Cancer"

Create an event with the trigger SEXP is-destroyed cancer
and write "Destroy Cancer" in the directive text textbox at the bottom of the event window

Thanks man!  :)
Also is there a way to stop all the ships on the convoy? I have a wing of enemy fighter disable a freighter and want to stop all the ships when the freighter is disabled..
I tried the set-immobile sexp, but the speed (10 m/s) still shows in the target box (it doesnt turn to 0), are there any other ways to resolve this? :confused:
Title: Re: Freding woes!
Post by: Black Wolf on October 28, 2011, 08:46:54 am
You can make them stop with the AI system - set-immobile is higher order - it plays with the physics of the engine, which is way overkill for this situation. The sexp you want here is probably "clear-goals" - that'll stop the ships, but you'll need to apply it to each ship, either individually or with a when-argument sexp.
Title: Re: Freding woes!
Post by: Crybertrance on October 28, 2011, 08:50:04 am
You can make them stop with the AI system - set-immobile is higher order - it plays with the physics of the engine, which is way overkill for this situation. The sexp you want here is probably "clear-goals" - that'll stop the ships, but you'll need to apply it to each ship, either individually or with a when-argument sexp.
But then I will also have to tell the the ships to move to the waypoint again via sexp? (after the disabled freighter is repaired)
Title: Re: Freding woes!
Post by: Black Wolf on October 28, 2011, 08:58:13 am
Yep, quite logically using the "add-goal" sexp.

I have to ask - did you do the Volition walkthrough that comes with FRED before you attempted this mission? It's a really, really useful way of learning the basics of FREDding, and it's generally reccomended for every new FREDder.
Title: Re: Freding woes!
Post by: Crybertrance on October 28, 2011, 09:09:46 am
Yep, quite logically using the "add-goal" sexp.

I have to ask - did you do the Volition walkthrough that comes with FRED before you attempted this mission? It's a really, really useful way of learning the basics of FREDding, and it's generally reccomended for every new FREDder.

Thanks, I have gone through the help docs, but I have not gone through the walkthrough in detail  :nono:, guess Ill go through it now...
Thanks again! :yes: :yes:
Title: Re: Freding woes!
Post by: Crybertrance on October 29, 2011, 04:00:54 am
I was wondering is there is a way to make a subsystem invulnerable. I wanted to make the engine subsystem invulnerable of my elysium  'cause the hostiles keep disabling in while firing... Thanks!
Title: Re: Freding woes!
Post by: TopAce on October 29, 2011, 04:04:59 am
ship-subsystem-guardian-treshold
Title: Re: Freding woes!
Post by: Crybertrance on October 29, 2011, 04:07:53 am
Thanks!
Title: Re: Freding woes!
Post by: Crybertrance on October 30, 2011, 12:26:31 pm
Hey guys, is there a place on the forum where I could post my mission for testing? Nobody in my area has freespace 2 and they are pretty ignorant to space-sims . Should I just post it here?
Title: Re: Freding woes!
Post by: Jeff Vader on October 30, 2011, 12:31:30 pm
Perchance the aptly named "Missions and Campaigns" board.