Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Lepanto on June 15, 2015, 02:32:50 pm

Title: Favorite Obscure SEXPs?
Post by: Lepanto on June 15, 2015, 02:32:50 pm
As we all know, FRED has more SEXPs than most FREDders actually need. get-fov? ship-no-vaporize? All the nav point SEXPs? Does anyone actually use set-mission-mood?

What's your favorite little-used SEXP, and how have you made it work in your mission design?

Title: Re: Favorite Obscure SEXPs?
Post by: General Battuta on June 15, 2015, 03:07:30 pm
I use set-mission-mood!

query-orders is big like whoa
Title: Re: Favorite Obscure SEXPs?
Post by: JSRNerdo on June 15, 2015, 03:18:04 pm
I genuinely have no idea what set-mission-mood even does or how to use it. I think it miiight have something to do with personas and messages?

I've used weapon-energy-pct, which might just make me one of the first to actually use that! Also had some ideas in mind for shield-recharge-pct, but we'll have to wait on those. I think set-num-countermeasures is obscure enough to count as well, dunno.
Title: Re: Favorite Obscure SEXPs?
Post by: procdrone on June 15, 2015, 04:40:38 pm
Way back when I didn't knew how chains work, I used something like get-mission-time for delayed events!

...srlsy, such a noob way of doing things...
Title: Re: Favorite Obscure SEXPs?
Post by: Axem on June 15, 2015, 05:46:48 pm
Sim-hits! (http://www.hard-light.net/wiki/index.php/Tutorial_-_Fun_with_Simulated_Hull)
Title: Re: Favorite Obscure SEXPs?
Post by: karajorma on June 16, 2015, 01:00:08 am
I use set-mission-mood!

query-orders is big like whoa

Well I made both of those so obviously I use them. :)

I genuinely have no idea what set-mission-mood even does or how to use it. I think it miiight have something to do with personas and messages?

Mission moods are basically to do with the built-in messages. We noticed in Diaspora that something sad would happen like the destruction of a major ship and the next thing you'd hear would be a pilot boasting about how they were the best pilot in the fleet. It just seemed off-key. The idea with mission moods is that you can tune your built in messages to fit the mission. So you can have a bunch of anti-cylon or anti-vasudan built in messages and only have them play when you're actually facing that kind of enemy.

Ironically it's the small non-voice acted projects (especially the ones like The Antagonist which aren't set in the FS2 universe and therefore probably don't use the standard built ins anyway) who should be using mission moods the most as for them adding a new mood is a simple matter of editing a table.