Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => FRED Academy => Topic started by: mr.WHO on November 27, 2004, 04:51:56 am
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http://homepage.ntlworld.com/karajorma/freespace/Downloads/FREDAcademy-Campaign2-Mission7&8.rar
Karajorma gave me few tips about mision 7, but I still don't know what to think about mission 8. Any ideas??
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I'll have to replay mission 8. I had issues with it but I can't quite remember what they were now :D
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I'm making my own mini-campaign (about 4-6 missions) and I nee a little tip:
I have dissabled NTF Destroyer and my 2 argos are coming to capture them, destroyer launching fighter until one of Argos dock to it and capture a fighterbay.
I have 2 enemy wings launching from Orion and I've set about 50 waves but I don't know how to cancel it after Argo dock to Orion.
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Easy.
Set the arrival cue for the wing to be
when
-and
--What ever event makes the fighters start to arrive
--Not
---Whatever condition you want to make the fighters stop arriving (in this case ships docked)
The Arrival cues are checked for each wave not each wing. If the arrival condition is no longer true then no more waves will appear.
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Some test results for Mission 7:
`The Good
- Taking Kaysers is a good idea. Since the mission is played inside subspace, there is no energy on shields and more energy is diverted for lasers. Kaysers are only useful if you have energy. :D
- I suppose Alpha arrives at the tunnel right when the Julius does. So, the corvette is not at full throttle, they were just then accelerating... that gave me the feeling we were not late arrivals
- It was reasonably challenging to survive the mission. If you are not tactical enough to stay close to the corvette, you will face all the fighters alone and the corvettes' flak guns. This is unhealthy.
What need changes
- At mission briefing, stage 3, the fighters are 'highlighted' which you cannot see because the screen is somewhere else. Untick the highlight from the fighters. All you can see at mission 3 is that they GET highlighted(you can see the arrows), but you cannot see the ships themselves
- All the weapons, even the dogfight ones are available. Remove at least the dogfight versions and those which are compatible to none of the available craft.
- The bombers are ineffective, 3 out of 3 tries they did not knock down the hull of the Julius to 85%.
- Destroy wing directives are missing.
- Alpha 1 starts at 0% velocity. This is not a flaw, but I suggest you make it 100%
- The blast radii are too high for the bombers. Reduce them, they do too much damage.
- Here comes the major one, which can be changed in three clicks: I could give the 'Attack my target' order to the Julius. I was curious what would happen if I told it to attack the Molochs. It died. The problem is that you did not count with this possibility and I could not jump out.
- The orimary objective says to keep the GTCv above 85%, but the goal turns failed only if it gets destroyed
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Mission 8 needs fewer changes, but the problems are major ones:
- There is no mission goal
- The Return to Base directive is faulty, it turns true when pops up
- Messages overlap, especially at the beginning
- The mission could be easier, the player will not have 100% hull and all wingmen from Beta when the campaign is played
- Decrease the difficulty by removing some flak guns
- I can give orders to any ship, including the large ships
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TopAce reported the same problem. I'll fix the link.
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I noticed the Escort List flaw, but forgot to report it. Thanks for doing it instead of me, Sapphire.
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I'll try to path mision 7 and redone mission 8 (yes, it was a very early beta) soon.
I don't know how soon that 'soon' is but if you will need those mission already, I'll try to finish them tomorrow.
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The mission isn't desperately needed so no need to rush if it will put undue strain on you.
On the other hand everything you learn here goes into making your TBP missions better which I'm sure isn't something you'll complain about :)
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Mission 7:
1.) In the ship loadout screen, why were there 2 types of Subachs, 2 different types of Kaysers, 2 different types of Prometheuses, etc?
Mission 8:
1.) No in mission music
2.) faulty return to base
3.) no debriefing
That's all I could find wrong with it. Other than those things, those missions were pretty good.
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Originally posted by Kosh
Mission 7:
1.) In the ship loadout screen, why were there 2 types of Subachs, 2 different types of Kaysers, 2 different types of Prometheuses, etc?
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Those are the dogifght variants. They should be removed from the Weapon Selection
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Today I found enough motivation to complete those mission, I'll
back in few hours.
Edit: weard my fred 3.5.5 don't want to upload my mission(I created them with 3.5.5) however it work fine with 3.6.5.
I get back to work.
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Mission 7 fully upgraded (fixed all bug reports and suggestions)
I changed a way of "red alert" (in older version it was automatic after Julius depart), now you have to get to the depart node to finish the mission.
About mission 8, well I dunnow when I fix it, I must rewrite whole mission to be less chaotic (it doesn't mean that there won't
be much chaos :D )
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I'll give it a try tonight (if I don't get swamped by other things). :)
Need a link though.
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I sent it to your E-mail.
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Unfortunately I got swamped. I may still play it later though :)
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I begun fixing mission 8.
Edit: So far so good. I need an advice. I want to put my own music into mission. I want it to play once then I want to play normal FS soundtrack but I dunno how to do it.
I tried to put play sound from file but I have to put something in place of "".
The question is what I have to put here? Tried to put a patch to a file but I don't have enought place to insert whole path.
BTW Does putting a music of someone famous (for example -Britney Spears" :ick: ) into FS campaign is protected by copyrights etc. ( I mean, hell I don't have any chnce to get a permission from Britney :ick: :lol: :ick: )
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You don't put the whole path. Just the name of the file.
What piece of music are you trying to include? Cause unless you do it carefully it can seem rather naff.
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Ok whole mission is ready. I'll send it to you with music file and you 'll tell if it good for a battle music (exept first 1/4 part that may be little offtopic).
Edit: missions & music sent.
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I tried the mission and it crashed FS2 every time.
I think I know why now but I'm too sleepy to play today. I'll play tomorrow to make it up to you.
BTW your music sample is an mp3 and Freespace can't play those.
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Mission 8:
Somethings tel me that there is too many ships there.
Initialy I set SD Devour to depart when it had less than 30% hull and always had CTD after it's departure. After setting it to fight to the end I had no CTD (tried 3 times).
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That's odd. I'll keep an eye out for that. My crashes were with mission 7 though. Turned out that I'd turned mv_music.vp back on though.
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BTW what "protect ship" (in ships additional properties) flag do?
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The ship won't be attacked by enemy/friendly.
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Originally posted by Primus
The ship won't be attacked by enemy/friendly.
Just a little correction: It won't come under attack by any ships with the 'Attack any Target' or 'Guard my target' orders. So if you want only specific ships/wings attack your target, you can have the Protect ship flag on the target and the 'Attack my Target' order on the attackers.
Manually ordering ships to attack also works against the Protect ship.
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Okay. Finally got round to mission 7.
1) Your ships are slighty off of the the X axis. As a result the subspace tunnel looks a little odd in FS2_Open. (I also kept flying to the left trying to adjust for it! :lol: ) Just drag everything about a km to the left and you should solve that.
2) The Julius slows to a stop in front of the node because when you give a ship waypoint-once orders it will attempt to stop at the waypoint. You should instead use the distance SEXP to check if the Julius is nearing the waypoint and then simply give it orders to jump out.
3) I never actually saw the Julius jump out as I was too busy trying not to die but you've got the waypoint slap bang in the middle of the jump node. FS2 ships open the jumpnode a fair distance in front of themselves so that they can build up some speed. As a result I'd be willing to bet that the Julius' jump point is actually outside of the jump node. Move the node back a few hundred metres (you'll need to experiment as I can't remember the exact jump out distance for the Deimos) so that the jump point from close to the centre of the jump node.
4) The Jump out message from the Julius is actually sent from command because you've timed it to appear after the Julius has departed.
You can get a message to appear from a ship not present in a mission by changing the first argument of the Send-Message SEXP so that the ship name has a # symbol in front of it (Like the way messages always come from #command not simply command).
In this case however I feel it would be better if the orders come from the Julius as it prepares to jump out not after it's gone.
5) The Julius tells Alpha to get to the jump node and jump out if the engines fail but there is no way to jump out. A fix-warp and a failure debriefing is one way to solve that.
6) Some more messages from the Julius might be nice :)
Apart from that it was a pretty enjoyable mission.
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Thanks TopAce, that explains alot. :)