Author Topic: Special Mission Warpout  (Read 1280 times)

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Special Mission Warpout
Hey dudes,

got another question. I like do mod fs2 like you are sitting in al real spaceship. Now i got the problem withe the warp out at the end of a mission. i want to open a vortex in space and i have to hit the vortex with the ship, insteed of the animation.

got any ideas how to realize that?


greetz Fliegenkiller

 
Re: Special Mission Warpout
You mean fly into the warp without having the jump out animation play? With some very careful timing you could probably achieve that...

What you'd do is have a when-key-pressed SEXP that activates when Alt-J is pressed, then have a create-warp SEXP to create a warp right in front of the ship. Then when the ship flew into the warp, you'd use end-mission SEXP to end the mission before the ship passes completely through.

The trick would be getting the warp to open in the right place. I think it might be able to be done with variables, but I've never dealt with them, so I wouldn't know how to tell you to do that.
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"You can fight like a krogan, run like a leopard, but you'll never be better than Commander Shepard!"

  

Offline Trivial Psychic

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Re: Special Mission Warpout
I've done that with a few TBP missions, since you need to use jumpgates, but they are stationary so the make-it-in-front-of-the-player issue is moot.  It may be possible (as was stated) with using variables, but it would require use of get-object-x/y/z to determine the player's position and then calculate how far away, but the problem becomes putting the portal directly in the player's flightpath.  Here's a trick I encountered that Den5 used for his original TBP "In the Beginning" campaign.  He would have a ship warp in at a specific location, then use ship-vanish to cause that ship to disappear immediately, but the vortex would still play.  So, have your dummy ship warp in in front of the player, using the "in front of ship" option in the arrival cues, and give the player's ship as its arrival anchor.  Then, you need events to both cause the arriving ship to vanish, and another event to get the ship's x/y/z location.  Then, base your end-mission cues off of that location.  If you can't base your distance-from-this-location check of this kind of location, then a create-ship sexp could place a stealthy and invisible-textured object at that location, and have the distance-check for end-mission based off that.

BTW, you also need to make sure that the player's ship is never-warp flagged.
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