Author Topic: Anyone know?  (Read 4517 times)

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Offline TrashMan

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- where to find a few of Aldo's Pirate fighters?

- How to work with those consistent variables? (so the hull of a ship is carried over to the next mission, or a few mission after that)

I'm trying my hand at making a campaign here..
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Offline magatsu1

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Red Alert Carry Status. Somewhere in the ship editor. I forget where.
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Offline Mad Bomber

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Check in Aldo's sig. It should be somewhere in there.
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Offline NGTM-1R

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Standalone models on Aldos website.
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Offline TrashMan

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Yeah, but what I want the ship to appear a few mission after that one wiht the same hull strenght?

Or. dependant on which ships survived mission 1, several DIFFERNT ships will appear in mission 2...
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Offline karajorma

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Persistant variables are pretty simple to use. Just declare them like you would a normal variable in the first mission but check the persistant variable button and then repeat the process in the second mission.

At the end of the first mission use

modify-variable
-variableName(defaultvalue)
-hits-left
--ship name

when the ship appears in the second mission use

when
-has arrived
--ship name
-set-subsystem-strength
--hull
---variableName(defaultvalue)

When you play the mission in the tech room the hull will be set to default value but when you play in the campaign it will use the value the hull was at last time.
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Offline TrashMan

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Hmm.. I think I got it... I can allso use the varialbe to let's saay indicate a switch?

Like If I have the GTD X and the GTC Y to escort.

If I lose the X, the destroyerlost variable is set to 1.

In that case in the next mission - if that variable is 0, the GTD X will warp in, if the variable is 1, the GTCv Z will warp in...
Nobody dies as a virgin - the life ****s us all!

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Offline Axem

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Yeah, I used something like that before. In one of my mini-campaigns, a cruiser didn't appear in the last mission if it got blown up in the first one.

 

Offline Night Hammer

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I have the pirate stuff if you need it
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Offline Black Wolf

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Quote
Originally posted by TrashMan
Hmm.. I think I got it... I can allso use the varialbe to let's saay indicate a switch?

Like If I have the GTD X and the GTC Y to escort.

If I lose the X, the destroyerlost variable is set to 1.

In that case in the next mission - if that variable is 0, the GTD X will warp in, if the variable is 1, the GTCv Z will warp in...


Yep. Just put an "and, =, variable name, 1" or whatever into the arrival cues.
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Offline TrashMan

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Got Aldo's figter already...

I'm begining to love this variable stuff...
Most missions I'm planing are a bit...complex...
With positive/negative effects on the later missions....
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline magatsu1

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Quote
Originally posted by TrashMan
Hmm.. I think I got it... I can allso use the varialbe to let's saay indicate a switch?

Like If I have the GTD X and the GTC Y to escort.

If I lose the X, the destroyerlost variable is set to 1.

In that case in the next mission - if that variable is 0, the GTD X will warp in, if the variable is 1, the GTCv Z will warp in...



you could probably do that in the ships arrival cue ie;

previous event true delay-> ship n not dead.
but variables would be the more interesting way todo it.

And karajorma might not talk to me again if I talked you out of using variables...:nervous:
« Last Edit: October 06, 2004, 04:09:43 pm by 1343 »
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Offline Black Wolf

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Quote
Originally posted by magatsu1



you, could probably do that in the ships arrival cue ie;

previous event true delay-> ship n not dead.
but variables would be the more interesting way todo it.

And karajorma might not talk to me again if I talked you out of using variables...:nervous:


I'm 99% sure that only works in Red Alert missions.
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Online Goober5000

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Quote
Originally posted by Black Wolf
I'm 99% sure that only works in Red Alert missions.
You're 99% wrong. :p :D

Is-previous-event-true works with any previous event in the entire campaign.  It's been that way since FS1.
« Last Edit: October 06, 2004, 01:20:11 pm by 561 »

 

Offline Black Wolf

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I've been wrong a lot lately. :sigh:
« Last Edit: October 06, 2004, 01:24:07 pm by 302 »
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
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Offline TrashMan

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So there's two ways to do it?

Aaa...god to know...
*goes pack to plotting*
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline karajorma

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Quote
Originally posted by magatsu1
previous event true delay-> ship n not dead.
but variables would be the more interesting way todo it.

And karajorma might not talk to me again if I talked you out of using variables...:nervous:


No I won't :D Personally I believe in using the best tool for the task.

is-previous-event-true is very useful when you're making missions for a campaign. It has an advantage over persistant variables in that when you see

is-previous-event-true
--Mission Name
--Event

It's pretty easy to tell what the event is checking for. This is very useful when you're checking someone else's mission or when you've forgotten exactly how you put the mission together. If you use a PV you have no idea when the variable was set or what the possible range of values for it can be.

However. Persistant Variables also have advantages. Firstly PV's are much simpler if you you're dealing with something like hull strength or percentages of ships destroyed.

Secondly I have no idea what is-previous-event-true defaults to when you play the mission in the tech room. :D Where as a PV defaults to whatever you set the default to be in FRED (This is easily changed too).  This is useful when playtesting a mission where the PV has been used to set a ships hull strength for instance.

Basically its a case of using whatever you feel works best :)
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Offline TrashMan

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Well, there will have to be some bae value to that variable, or else how I'm goina test it. and one played it in the simulator, going by by is-event-true migth screw thing up..
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Online Goober5000

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Quote
Originally posted by karajorma
Secondly I have no idea what is-previous-event-true defaults to when you play the mission in the tech room.
It defaults to whatever you want. :D

Read the FRED help.  You can specify an optional third argument, which will be the value of the event in the tech room.

So
is-event-true
--Mission Whatever
--Some Ship Destroyed
--false

makes the tech room pretend Some Ship was never destroyed.

This is how they made the Sathanas default to two beam turrets left in the tech room version of High Noon.  Though they didn't do it quite correctly: although there are two beams left, the game doesn't properly credit you for destroying both of them, and the debriefing yells at you. :nervous:

  

Offline karajorma

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Yeah. I've never used is-previous-event-true much recently. I examined most of the SEXPs when I got started but I haven't looked at them recently.
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