Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Molaris on July 26, 2012, 12:53:36 pm

Title: warping at gate/node
Post by: Molaris on July 26, 2012, 12:53:36 pm
prob dumb question, but how do I get a ship to jump out at either a constructed portal/knossos/gate or jump node? specifically as a SEXP. anyone know the way to set that up?
Title: Re: warping at gate/node
Post by: MatthTheGeek on July 26, 2012, 12:59:37 pm
Anything preventing you to use departure cues ?
Title: Re: warping at gate/node
Post by: Molaris on July 26, 2012, 01:05:18 pm
you mean just the regular warp in / warp out in the Edit Ship tab? it could go clean through. I was hoping to make it precise. or do you just kinda hafta fiddle til it looks right?
Title: Re: warping at gate/node
Post by: mobcdmoc3 on July 26, 2012, 01:33:14 pm
There's a page on the wiki that has a few jump distances listed here - http://www.hard-light.net/wiki/index.php/Jump_distances

It's incomplete though. So if you want to get something to jump at the precise point of the Knossos or jump gate, you're gonna have to mess around with it.
Title: Re: warping at gate/node
Post by: NGTM-1R on July 26, 2012, 01:35:58 pm
you mean just the regular warp in / warp out in the Edit Ship tab? it could go clean through. I was hoping to make it precise. or do you just kinda hafta fiddle til it looks right?

Pretty much this. I ended up eyeballing a mission repeatedly to get a battlegroup warpin once.
Title: Re: warping at gate/node
Post by: Molaris on July 26, 2012, 01:39:12 pm
i did get it to work. thanks. it just kinda acted funny. the ship warped out, but the model disappeared SLOWLY. kinda funny.