Author Topic: Departing into hangerbays  (Read 2519 times)

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Offline Solatar

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Departing into hangerbays
Does somebody have the series of sexps that was used in the Robotech mod for the player entering the hanger? That would be a great help until we get the end-mission sexp into fs2.

 
Couldn't you look through the Mission files and see how they fredded it? And just copy those examples...?

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Offline karajorma

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Easiest way is to put a waypoint inside the hanger bay and then check to see how close the player is to it. Of course this gets MUCH more difficult if you try to do it with a moving ship :)
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Offline Solatar

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Well, for the mission I'm doing now, the carrier stays put. But later in the campaign, carriers will jump in, drop you off, then come back later to pick you up.

 

Offline karajorma

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Still not too difficult as long as you order the ship to stop moving as soon as it can. Then you only need to work out the distance a ship moves when it warps in and I think someone around here already has those. Of course if this is for TWIV you`ll need to calculate it yourself.

Miburo is probably a better guy to ask than me as I know he's done hanger bay stuff in his Tales of EAS Janus campaign
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Offline Sesquipedalian

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End-mission sexp is now in fs2_open.  Goober5000 is supposed to be making up a distance-from-subsytem sexp soon, which will allow departures into hangerbays when used in conjunction with end-mission.
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Offline Unknown Target

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I think it was distance-from-targeted subsystem (the hangar, you had to target it first)

 

Offline Solatar

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Quote
Originally posted by karajorma


Miburo is probably a better guy to ask than me as I know he's done hanger bay stuff in his Tales of EAS Janus campaign


I thought Miburo was Lady Rose, and i thought Lady Rose was a she.:D

Well, I guess I'll just have to wait until the next source code release, or until we start FREDing for the UW and Goober5000 compiles it for us:D

 

Offline Goober5000

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I'll get to it as soon as I can.  Be patient! :o :nervous:

 

Offline Petrarch of the VBB

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BTW, if you want to be able to physically fly into the fighterbays on the normal FS ships, be sure to add the "dont collide invisible" falg to the tb entry.

 

Offline EdrickV

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The RTMod uses a couple things for ending missions.
1. No Warp Effect is selected for Alpha Wing, that means no warp hole.
2. You should set the arrival/departure points for Alpha Wing to the hangarbay of a ship. (And reset it at times 'cause FRED2 has a habit of forgetting what it was set at.)
3. The actual SEXP code first disables the player's jump drive at mission start. (break-warp) After the goals are finished, when the distance between the ship you select is less then a number you set and the player is facing the ship and the player has targeted the hangarbay subsystem, then you can fix Alpha 1's jump drive. (fix-warp) You should also let the player know they can leave.
4. When the player hits Alt+J, you'll hear the drive power up and then the game will cut to debriefing.

With the end-mission SEXP and other stuff, all this could be improved. I also made a more advanced landing system, supporting multiple possible carriers, that I put online. (I'm not even going to try and explain that in here.) It's setup for the RTMod so if you don't have it, you'll get quite a mess in FRED2.

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Offline Thor

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Quote
Originally posted by Hades


I thought Miburo was Lady Rose, and i thought Lady Rose was a she.:D

Well, I guess I'll just have to wait until the next source code release, or until we start FREDing for the UW and Goober5000 compiles it for us:D


Well, your sort of right.  Miburo is Lady Rose, but he is in fact a he, not a she.  (its the name.)
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Offline Goober5000

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You can now use the distance-ship-subsystem sexp to do this without any hacking. :cool: Check out my thread in the Source Code Project forum. :)