Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: soilder198 on February 24, 2014, 03:52:12 pm
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1. Why does the <any wingman> option in the message sender selection always choose the same wingman? I have a mission in which this option is used three times, and each time it is the same exact wingman. If I restart the mission, it will choose a different wingman, but will still use him for any further messages. And it's not happening because I only have one wingman alive either.
2. The disarm* command used in game also calls for protection on the target if I'm not mistaken. Is there anyway to prevent such protection from being called? The sexp version is fine since I can just unprotect sexp right afterwards.
3. Occasionally, a large ship (such as a corvette) will fire a slash beam at enemy fighters. How can I stop this as well?
4. How can I have an enemy wing spawn at an initial, designated location but then have them spawn in waves using the near target cue?
That's all mates, thanks!
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Any wingman sucks, don't use it. Use an argument list that invalidates dead wingmen on the fly.
Guard doesn't call for protection, or at least I sure hope it doesn't, because that would be completely insane and break everything.
You sure the large ships aren't firing at another large target or (corner case, sometimes this used to happen) at a bomb?
Control over wave spawns is pretty bad. Add an invisible, no-collide 'point' ship to your modpack. Place one in the mission at the designated location and tell the enemy wing to appear 'near target (invisible point)'. Move it to where you'd like it using set-object-position.
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Any wingman sucks, don't use it. Use an argument list that invalidates dead wingmen on the fly.
Guard doesn't call for protection, or at least I sure hope it doesn't, because that would be completely insane and break everything.
You sure the large ships aren't firing at another large target or (corner case, sometimes this used to happen) at a bomb?
Control over wave spawns is pretty bad. Add an invisible, no-collide 'point' ship to your modpack. Place one in the mission at the designated location and tell the enemy wing to appear 'near target (invisible point)'. Move it to where you'd like it using set-object-position.
Thanks for the response mate, but I am 99% sure disarm* (atleast in my case) is calling for protection. I've tested it in mission, and everytime I use it, all allied craft except for those the command was used on stop attacking the vessel. I don't want to doubt your knowledge oh great Battuta (joking sarcasm), but I'm positive this is happening.
If I need to, I can post a video.
Oh, and the large ships aren't firing at a bomb or another large target since there aren't any in mission. I don't know why this is happening, but it isn't too frequent nor much of a big deal to worry about anyway. Really I just want it fixed for polishing reasons.
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Thanks for the response mate, but I am 99% sure guard (atleast in my case) is calling for protection. I've tested it in mission, and everytime I use it, all allied craft except for those the command was used on stop attacking the vessel. I don't want to doubt your knowledge oh great Battuta (joking sarcasm), but I'm positive this is happening.
If I need to, I can post a video.
Do you mean Disarm or Disable rather than Guard? Or are you asking friendies to Guard a hostile ship? :confused:
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Thanks for the response mate, but I am 99% sure guard (atleast in my case) is calling for protection. I've tested it in mission, and everytime I use it, all allied craft except for those the command was used on stop attacking the vessel. I don't want to doubt your knowledge oh great Battuta (joking sarcasm), but I'm positive this is happening.
If I need to, I can post a video.
Do you mean Disarm or Disable rather than Guard? Or are you asking friendies to Guard a hostile ship? :confused:
Oh wow haha I mean't disarm. Yea nah guard would make no sense, thanks for pointing that out.
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isnt there an ai_profiles flag to disable protect when ship is targeted by disable/disarm orders? or something, i remember there being something silly in that regard.
[after short wiki trawl] didnt find anything in the flags, but i remember that being a problem in the past at some point....
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I think you need objecttypes to get the behaviour you're after: http://www.hard-light.net/wiki/index.php/Objecttypes.tbl
While I haven't done this myself, I think you need to create a new objecttype for the ship class being disarmed (based on an existing objecttype) and give it appropriate $Protected on cripple: and/or +Ignored on cripple by: flags. Then assign the desired ship to that object class. If you only want a single ship in a certain mission to have this behaviour (as opposed to the behaviour always affecting all ships of that class) then you may need to create a duplicate ship class as well.
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That's it exactly.
Or you can simply alter the existing objecttype if you want all ships of this class to display this behaviour.
isnt there an ai_profiles flag to disable protect when ship is targeted by disable/disarm orders? or something, i remember there being something silly in that regard.
[after short wiki trawl] didnt find anything in the flags, but i remember that being a problem in the past at some point....
There was indeed an ai_profiles setting at one point. It was added because Wing Commander Saga complained about the original behaviour screwing up their missions. At the time I told them I would give them a quick fix so they could continue development with an AI profile setting and then would later add a better fix and remove the flag.
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Sweet, thanks a lot mates. This issue was really bugging and up until now I didn't have a way to get around it.
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As for the beams firing on fighters, what version of FSO are you running?
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As for the beams firing on fighters, what version of FSO are you running?
3.7.0, however I did download one of the nightly variants recently.
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That's pretty weird. The last time I ever met that bug was in 3.6.9. Are these custom beam weapons or stock?
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Also, BTW, you probably shouldn't use enemy waves very often, and even then, not more than about 2 waves per wing. It's tedious to shoot down wave after wave of the same enemy ships.
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That's pretty weird. The last time I ever met that bug was in 3.6.9. Are these custom beam weapons or stock?
Stock, but it has only ever happened in one mission. None of my other missions do it nor do any campaign missions for that matter.
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Also, BTW, you probably shouldn't use enemy waves very often, and even then, not more than about 2 waves per wing. It's tedious to shoot down wave after wave of the same enemy ships.
The reason I'm going for waves is because 1. The mission is combat heavy and I've used up all standard enemy wing names 2. I want periods of extended firefights without any downtime in between.
However, I've gotten some decent results without needing to use any waves and I'm probably not going to change that.