Author Topic: A few questions  (Read 2270 times)

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Offline ReeNoiP

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I am still new at FREDding so some of this may seem elementary.

1) Can I make a ship rotate in place somehow? I want a ship fly next to another ship which is facing it and then turn and face in the same direction. I tried making it go there in an arch using a waypoint path, but it looks rather clunky.

2) I am having trouble with the send-message-list sexp. I set a delay between 6000 and 10000 ms between messages, but they appear in fast succesion.

3) I want to make event depending on wether a specific turret has been destroyed. Say the turret is not destroyed when event happens it triggers another event. Like:

if: turret A alive and ship has arrived at waypoint=>trigger event

Thanks in advance.
« Last Edit: April 28, 2009, 12:34:39 pm by ReeNoiP »
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Offline FUBAR-BDHR

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1.  Not sure on this one.  Possibly set-object-facing-object with a turn time but I've never tried it.

2.  The delay is from the start of the event not between each message

3.  not is-subystem-destroyed-delay turret?  If not can you state what you want to happen a bit clearer?
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Offline ReeNoiP

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1.  Not sure on this one.  Possibly set-object-facing-object with a turn time but I've never tried it.

2.  The delay is from the start of the event not between each message

3.  not is-subystem-destroyed-delay turret?  If not can you state what you want to happen a bit clearer?

Thanks for the help. I don't know how I missed the is-subystem-destroyed-delay sexp...
Uncharted Territory is released. But I still need voice actors

 

Offline karajorma

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2.  The delay is from the start of the event not between each message

Nope. It's definitely between messages. I just checked the code.
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Offline Droid803

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Yeah, it is between messages.
Confused me a whole lot cause the help text says from the start.
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Offline karajorma

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No it doesn't. It says.

Quote
Sends a series of delayed messages. All times are accumulated

But since I'm in that particular bit of the code right now, I've changed a later line to this.

Quote
4: Delay from previous message in list (if any) in ms


Which should be much easier to understand.
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Offline ReeNoiP

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It works perfectly when I time it from the first message rather than between messages .

I use FRED2_open_3_6_10r_20090120_r5052 if that matters.
Uncharted Territory is released. But I still need voice actors

 

Offline ReeNoiP

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Ok 2 and 3 are solved. Still having trouble with the waypoints. The ship stops and starts up again at each waypoint and it takes some wild detours on the y-axis. The picture below shows the waypoint path and the events I use.

Uncharted Territory is released. But I still need voice actors

 

Offline karajorma

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Your waypoints are too close together. That results in the ship missing some of them and having to double back.
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Offline ReeNoiP

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Thanks that did it. Is there some rule of thumb for waypoint distances depending on shiptype? Like min. 2km apart for destroyers?

Now another thing has come up. I am not sure I am using the "and" correctly. I have events triggered when the mission is failed (lost a ship) and succesfull (jump out) and use these for my debriefing. The problem is making the AWOL debriefing. I tried using this:

Code: [Select]
AWOL
when
and
has departed
Alpha 1
and
is-event-false-delay
jump out
0
is-event-false-delay
lost a ship
0
do-nothing

And linking the AWOL debriefing to that. But when I test it I get no debriefing. Same with
Code: [Select]
when
and
s-event-false-delay
jump out
0
is-event-false-delay
lost a ship
0
do-nothing

Seems my FREDding skills still have a long way to go  :(
Uncharted Territory is released. But I still need voice actors

  

Offline karajorma

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I suspect I see the problem and it's a fairly common one. Are "jump out" and "lost a ship" actually false at that point? Cause events have three states not just two. True, False and Incomplete. An event is only false when the game determines it can never come true (for instance if the event needs a ship to jump out and it is destroyed)

My bet is that one or both of those events is actually incomplete.

EDIT : FUBAR pointed out something on IRC I should mention though. If you'd used the same SEXPs in the debrief itself it would have worked as all incomplete events become false at the end of a mission (obviously they can never come true once the mission ends).
« Last Edit: April 28, 2009, 06:31:07 pm by karajorma »
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