Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: quadinhonic_II on June 18, 2002, 11:52:33 am
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I have a made a mission where an Argo is supposed to capture an Hippocrates. There is a Arcadia in the mission also. The Med Ship is sitting somewhere around 1.5 klicks and 2 klicks away from the station on the right side. I have set initail orders for the argo to dock on the bottem dock of the med ship. The argo at the beggining of the mission is somewhere like 2.5 to 3 klicks out away from the med ship. The argo is supposed to go in a striaght line towards the med ship. But in the middle of the mission the argo turns left and wants to go around the station and to the med ship. Now it cant do this because I also have a enemy Levaithon and a diemos right in the middle of the argos now changed flight path. I have moved the med ship and the argo several times, away from each other, at diffrent distances etc. but nothing seems to work. I want the argo to come at the med ship at a certain direction, the one I have presently.
*Arcadia, Diemos, Leviathon are all enemy. Med Ship I have set to neutral. Argo=friendly
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Why not just use waypoints to script the movement of the argo until it gets close to the med ship?
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what do you mean?
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Set up a waypoint path leading to the medical ship, and when the path is done, give the Argo orders to dock.
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Oh, stupid me :doh:
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this has nothing to do with docking but it has to do with the same mission.
I have enemy fighters attacking the argo. Now the Med ship is neutral, but the argo fires at it with its flak. to fix this problem i took away the argos flak, but it left the argo defence less. I dont want to add anymore ships. How do i get it so the argo fires at only the enemy fighters and not the med ship?
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Protect_Ship: Medical ship. :p
:D:D:D
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how do i set it up?
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Ship's stats -> Misc (I think)
There's a 'protect ship' tick box. That's only protection against lasers, flak and missiles, NOT beam cannons. You need the beam_protect_ship sexp for that.
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Ok. Whats the "protect ship" thing in the events editor do?
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Same thing, but only if beforehand you wanted the ship to be attacked.
For example:
You're capturing a station, and you have to disarm it so the transport can dock, but after the thing's disabled, you don't want it damaged. That's where you'd bring in the:
is_disarmed_delay
station
5
protect_ship
station
You see? :)
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Oh, ok, I understand now.
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*Celebrates*
I AM[/b][/u] useful for something!:D:D:D
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Thats why I come here:)