Author Topic: Jump drive questions  (Read 7425 times)

0 Members and 1 Guest are viewing this topic.

Offline darkmaster

  • 27
  • TBP
    • Personal Website
Re: Jump drive questions
Thank you, vid. And please take it easy on your new apprentice.  :D
TBP's apprentice FREDDER.

Campaign in development:
Guardian of Light (Demo state)(Download DEMO here)
The First Invasion - Part 1 (Planning Concept)

Single Mission :
Human-Narn First Contact (Download here)

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Re: Jump drive questions
so now I am a pro:lol:

Half a year ago I was like darkmaster here, begging (in my case Orph) to test my extremely buggy new campaign. I even upset IP until he removed multiple post by me :lol:   I guess that's what's called career  ;7

Six months continuous FREDding is quite a bit of experience actually given how easy FRED is to learn. After the first few months you probably know the basics fairly solidly and you're only really dealing with the more advanced topics and some of the gotchas that occasionally crop up.

Besides you've released more missions and campaigns than I have and they have included some pretty impressive innovation in them (Dark Children's special feature for instance) so I think you can wear that title with pride. :)
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline Vidmaster

  • Moderator
  • 211
  • Inventor of FS2 bullettime ;-)
Re: Jump drive questions
when kara says so, I really can  :lol: 
Devoted member of the Official Karajorma Fan Club (Founded and Led by Mobius).

Does crazy Software Engineering for a living, until he finally musters the courage to start building games for real. Might never happen.

 

Offline darkmaster

  • 27
  • TBP
    • Personal Website
Re: Jump drive questions
Please help, I'm stuck again. The asteroid didn't move no matter how I tried. I want the asteroids to hit a specified ship, so I used AI-chase and kamikaze but the problem is that those rocks didn't want to move. At first I thought that it was because the things don't have engine system, but when I opened "the fortune hunter" mission to have a reference I noticed that vid used the same SEXPs, what's wrong with me ?
TBP's apprentice FREDDER.

Campaign in development:
Guardian of Light (Demo state)(Download DEMO here)
The First Invasion - Part 1 (Planning Concept)

Single Mission :
Human-Narn First Contact (Download here)

 

Offline IPAndrews

  • Disgruntled Customer
  • 212
  • This site stole my work
Re: Jump drive questions
You can't make an asteroid move. None of the asteroid ship classes have a top speed. You would need to create a new ship class entry in ships.tbl using a .tbm file and create a new movable asteroid ship class. You might be able to persuade one of the modders here to knock one up for you.

Bad news is standard TBP has so many ship classes already you would need to force people to use the Inferno build with upgraded limits if you wish to add new ship classes.
Be warned: This site's admins stole 100s of hours of my work. They will do it to you.

 

Offline darkmaster

  • 27
  • TBP
    • Personal Website
Re: Jump drive questions
But Vid managed to make them move in Fortune Hunter 2260 mission 10 ? And he just use the same SEXPs as me. Plus, he didn't put any ship.tbm in his vp ?

Edit : Ok, sorry. He just put them on the way of the ship, they were not moving. I think I must change my script now.
« Last Edit: May 19, 2008, 11:57:07 am by darkmaster »
TBP's apprentice FREDDER.

Campaign in development:
Guardian of Light (Demo state)(Download DEMO here)
The First Invasion - Part 1 (Planning Concept)

Single Mission :
Human-Narn First Contact (Download here)

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Re: Jump drive questions
Making a single asteroid move is difficult but if you want to make a whole field move you can create an active field in the Asteroid Editor.

If you really need to make only one asteroid move you can use the set-object-speed SEXP to do so.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline darkmaster

  • 27
  • TBP
    • Personal Website
Re: Jump drive questions
Thanks, kara.

I decided to cut off the final battle ( a big battle  :D)  because it doesn't fit well to the story ( it takes place 10 years after the previous mission ). So the campaign will have only 7 missions (which are all done basically, it needs bug-fixing and play-testing now).

I must contact vid and andicirk now, thanks all who helped me in this topic.
TBP's apprentice FREDDER.

Campaign in development:
Guardian of Light (Demo state)(Download DEMO here)
The First Invasion - Part 1 (Planning Concept)

Single Mission :
Human-Narn First Contact (Download here)

 

Offline darkmaster

  • 27
  • TBP
    • Personal Website
Re: Jump drive questions
Well, now I have a strange thing here.

When playing as a single mission, everything is ok. But when I line them up to a fc file and play as a campaign, there is no weapon as all. Primary weapon : none, secondary weapon : none. Does anyone know what is going on here ?
TBP's apprentice FREDDER.

Campaign in development:
Guardian of Light (Demo state)(Download DEMO here)
The First Invasion - Part 1 (Planning Concept)

Single Mission :
Human-Narn First Contact (Download here)

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • Moderator
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Re: Jump drive questions
Did you allow the weapons in the campaign?
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline darkmaster

  • 27
  • TBP
    • Personal Website
Re: Jump drive questions
Did you allow the weapons in the campaign?

Thx a lot, that's the problem. I was so stupid  :mad: :mad: :mad: :mad: :mad: :mad:

EDIT : SORRY I DID NOT WORK !! I ALLOWED ALL THE WEAPONS BUT THERE WAS NO WEAPON IN MY CAMPAIGN, WHY IS IT ?


« Last Edit: May 19, 2008, 05:49:24 pm by darkmaster »
TBP's apprentice FREDDER.

Campaign in development:
Guardian of Light (Demo state)(Download DEMO here)
The First Invasion - Part 1 (Planning Concept)

Single Mission :
Human-Narn First Contact (Download here)

 

Offline Shade

  • 211
Re: Jump drive questions
What exactly did you do? Did you use the 'Initial Status' dialogues in the campaign editor, or did you just allow them through the loadout editor in the mission? For a weapon to show up in a campaign, it needs to be both enabled in the team loadout of the mission as well as either in the list initial allowed weapons in the campaign editor or allowed through a mission event in an earlier campaign mission.
« Last Edit: May 19, 2008, 06:00:31 pm by Shade »
Report FS_Open bugs with Mantis  |  Find the latest FS_Open builds Here  |  Interested in FRED? Check out the Wiki's FRED Portal | Diaspora: Website / Forums
"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
<Cobra|> You play this mission too intelligently.

 

Offline darkmaster

  • 27
  • TBP
    • Personal Website
Re: Jump drive questions
I meant both the Initial Status and the team load-0ut. The weapon is the "particle array" of the Centauri.
Can anyone have a look at my files to see what is wrong ? I will send them to you if you want to help me.
Thanks

EDIT : Now it works, finally. I deleted all .pak files in the missions folder and it worked. Thank you all.
« Last Edit: May 19, 2008, 06:19:41 pm by darkmaster »
TBP's apprentice FREDDER.

Campaign in development:
Guardian of Light (Demo state)(Download DEMO here)
The First Invasion - Part 1 (Planning Concept)

Single Mission :
Human-Narn First Contact (Download here)

 

Offline Shade

  • 211
Re: Jump drive questions
There is one more thing you could try: Make a new pilot and try that in the campaign. Occasionally using an old pilot with a new campaign can cause problems not unlike what you're experiencing. If that doesn't do it though, then sure, I'll take a look.
Report FS_Open bugs with Mantis  |  Find the latest FS_Open builds Here  |  Interested in FRED? Check out the Wiki's FRED Portal | Diaspora: Website / Forums
"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
<Cobra|> You play this mission too intelligently.

 
Re: Jump drive questions
what are .pak files anyway?I think they were crashing my editor when I was trying to open the Campaign. Just a newbie question, trying to get a grip.
AN S&M VERSION OF STAR TREK: BEAT ME UP SCOTTY!

 

Offline Shade

  • 211
Re: Jump drive questions
Do you mean .bak files, maybe? If so, it's just an .fs2 file with the extension changed that's used as an automatic backup by FRED, in case you screw something up and want to revert your changes. You can open it if you change the extension back. The same goes for the backup.xxx files, though those don't identify the mission they're backups of.
Report FS_Open bugs with Mantis  |  Find the latest FS_Open builds Here  |  Interested in FRED? Check out the Wiki's FRED Portal | Diaspora: Website / Forums
"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
<Cobra|> You play this mission too intelligently.

  
Re: Jump drive questions
thnx Shade. Yeah I meant .bak       In that case I won't be so hasty to delete them from now on.
AN S&M VERSION OF STAR TREK: BEAT ME UP SCOTTY!