Author Topic: Quitting a mission  (Read 2153 times)

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This will be a bit of an odd one.  Have you guys ever thought about having a player goto the docking bay of a cap ship to end a mission?  Some what unrealistic to always have to make a jump back to your command ship.

 

Offline karajorma

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Already do-able
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Offline StratComm

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Can be done with the SCP actually.  You can actually force alpha 1 to dock if you're so inclined, or just by using >distance-from-subsystem (fighterbay) < x.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Galemp

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Yeah, do a search on this topic and you'll find threads detailing exactly how to do it.
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Yeah, guess I should have done a search first.  Added a training message to tell the player to press the spacebar to quit.  Works pretty well actually, thanks for the help.

 

Offline Galemp

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I wouldn't use Spacebar, since that fires missiles. I'd rather not fire a Cyclops straight into my command ship's hangar, thanks. :nervous:
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Offline Mongoose

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Quote
Originally posted by Galemp
I wouldn't use Spacebar, since that fires missiles. I'd rather not fire a Cyclops straight into my command ship's hangar, thanks. :nervous:
Actually, you wouldn't have to worry about a Cyclops, since it requires a lock to fire.  Anything Trebuchet and down, however, could do some serious damage to your maintenance crews :p.

 

Offline Goober5000

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Quote
Originally posted by Galemp
Yeah, do a search on this topic and you'll find threads detailing exactly how to do it.
You can even see an example in Blaise Russel's Shrouding the Light campaign.  In the mission where you have to defend the PVD Guardian, you can end the mission by flying into the Guardian's hangar.

 
Spacebar doesn't fire missiles with what I'm working with.

 

Offline StratComm

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It doesn't matter, you shouldn't fool around with mappable keys.  Results can get somewhat unpredictable if you start doing that.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
We remapped the whole key structure a long time ago.  Needed to add some keys to control the mp3 jukebox.
« Last Edit: September 19, 2004, 01:27:38 pm by 1654 »

 

Offline StratComm

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Actually what I was refering to was the use of a key that can be mapped to something as a necessary key for a mission.  Using a key that isn't bound by default is usually ok, but using one that is already bound to something means that it may not work the same for everyone else once you distribute the mission.  If it's just for personal gratification, then that's one thing.  But if it's for release, the key mappings that everyone else will be using is something you should keep in mind.
« Last Edit: September 19, 2004, 01:47:11 pm by 570 »
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Goober5000

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Freespace automatically re-maps all the keys for you.  So if you test for ( key-pressed "spacebar" ) but re-mapped the "fire missile" button to Enter, it would automatically check the Enter key.  To display the proper message, use "press %spacebar%" and the text will be changed to "press enter" (or whatever you changed it to).  See the training missions for more examples.

 

Offline StratComm

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I actually should have known that.  But how does the game resolve keys that aren't bound?
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 
We are working on a side project that uses Freespace as the source.  I haven't just changed the key bindings in the game, I've changed the code for the keys.

  

Offline Goober5000

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Quote
Originally posted by StratComm
I actually should have known that.  But how does the game resolve keys that aren't bound?
I don't think it even recognizes them.  That's something the SCP should add.