Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Reppyboyo on September 08, 2002, 09:27:35 am
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How u get the cap ships to fire their beams?
thx all
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I answer this quickly before they all kill you;) Use the Beam-Free-ALL sexp. that will unlock all the beams on a given ship. Now to quickly steer you away from the mob, What are you working on?
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Originally posted by Reppyboyo
How u get the cap ships to fire their beams?
thx all
There is an sexp called beam-free-all.
The FRED2 walkthrough explains it in more detail.
:nod:
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The walkthrough can be found by looking at the help menu in FRED. There's some more help for newbie FREDders in the link below.
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If this thread were at the VBB it would be 500 posts long and contain such rantings as:
DO THE WALKTHROUGH, IF YOU DONT'T KNOW WHAT WE MEAN THEN YOU'RE TOO STUPID TO PLAY FS, etc.
Ahh, sweet, sweet HLP.
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If this thread was on the VBB it wouldn`t be noticed cause the baord would be too full of people wondering why the VBB was back and for how long this time :D
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Originally posted by karajorma
If this thread was on the VBB it wouldn`t be noticed cause the baord would be too full of people wondering why the VBB was back and for how long this time :D
:nod:
Though I think it wouldn't be noticed because no-one would knew it was there.
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But this is not the VBB, thank god... Or you would see (Hope zylonbane dosen`t see this post) :p
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BeamFreeAll
Moloch 24
Unless the ship is warping in. Then it is.
When
Has arrived
0 Seconds
BeamFreeAll
Moloch 12
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Originally posted by CODEDOG ND
BeamFreeAll
Moloch 24
Unless the ship is warping in. Then it is.
When
Has arrived
0 Seconds
BeamFreeAll
Moloch 12
Be careful with that one. A lot of people have reported problems with it.
When
-Has-arrived
--Moloch 12
--1
Always works. Has arrived 0 might not for some people. I`ve written missions where has arrived 0 hasn`t worked. I changed to has arrived 1 and it instantly starts working.
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Thanks peeps....
version above worked...
coz all my ships were subspacing in...
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Also, you could use the 'has-time-elapsed' sexp to switch on beams. But only use them for capships present at the start. :)