Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Pegasus V on July 03, 2002, 11:02:33 pm
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I'm having trouble with a mission I'm making. My FS2 is heavily modded, but works fine... Except. I'm making a mission inside an asteroid field, but whenever we try attacking the capships the fire/missiles just goes straight through the ship as if it was flagged no_collide. However, capship weapons seem to work fine on the ships, just fighter and bombers can't get their weapons to stike them. Although if we fly into it - BANG. Now I tried removing the asteroid field, and guess what? It worked fine! What is it with this damn asteroid field. Any response would be greatly appreciated.
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The asteroid field may be too dense, try lowering the number of asteroids
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Originally posted by Alikchi
The asteroid field may be too dense, try lowering the number of asteroids
Done. In fact I just troubleshooted that a couple of hours ago and it worked. However, I came across a new problem...
Whenever I try to give my wingmen orders like disable target, the game crashes...
Plus why is it again that the player_entry_delay sometimes shoots up to 138 seconds?
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I had that problem when I was creating a mission where I assigned the player to a designation other than Alpha 1. If you're doing this, you'll have to do some post-FRED editing on the mission file to get it to work right. :o
I'm working on some utility tools that will help things like that in the future. :nod: Rock On! :yes:
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Yeah, you'll have to edit the mission in Notepad and change the delay after every save. :doubt:
I haven't heard of your player orders problem, though. That's weird.
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138 delay bug is a *****, just edit it in notepad to 1. I only had to save it once, it kept the delay as 1 forever after that.
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anyone here taken a good look at the fred source code? :lol: its a monstrosity i hope i never have to look at again.
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Well I managed to fix both my problems. I had to remove a couple of ships from the table though, but I still have heaps. Hehe.
Both the wingman orders and the 138s bug have gone. I've trimmed the ships table fine down to the bone marrow to fit more ships in, it seems that there is a limit to number of ships too, at least a limit where it will start erroring not crashing...
Any way. I've fixed it. And thanks for your help.
PS: Good luck CelestialArchon on your utility.
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get the DTP version. It lets you have up to 200 ship types, and 1mb tables.
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Originally posted by StratComm
get the DTP version. It lets you have up to 200 ship types, and 1mb tables.
What's this that you speak of? I've never heard of it. Please direct me. Cheers. :)
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Have a look at this thread (http://www.hard-light.net/vwbb/showthread.php?threadid=6132)
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Caution and careful testing is needed. i had about 399 fighters attack a shivan demon at the same time, the result was that collision was out of working order, as I could fly inside as well as in and out of the demon. Pretty cool, except that frame rates was less than 2 :). Only guessing. Did not have my -showfps command line option then.
To low frame rates seem to be messing with collision code.
Once I ordered the 398 ships to warp, collision worked fine again.
Too many asteroids combined with to many ships can have the same effect and lower system specifications will increase the possibility of this happening.