Author Topic: New features  (Read 1484 times)

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Offline Goober5000

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What happened to the "accounting for the features in fs2_open" thread?   It seemed like a good thing to have... :confused:

Anyway, I just finished implementing mission flags for skipping briefing and/or debriefing.  This has several interesting applications...

First, cutscenes.  An in-mission cutscene would be rather awkward if it had a briefing or debriefing.  This remedies that.

Second, subspace jumps.  A player can engage his jump drive and move to another battle without bothering to go through a debriefing and another briefing.  Unfortunately, this won't take into account ship damage - that'll have to be either hacked with is-previous-event-true or done with campaign persistent variables, something that hasn't been implemented yet.

Probably others can think of more. :nod:

The cutscene application can also benefit from the new set-position and set-facing sexps as well, allowing cutscenes with different camera angles. :)

 

Offline Goober5000

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More cool stuff: explosion-effect and warp-effect sexps have been added, with emp-effect coming soon.  Warp-effect could be especially useful for missions with a jump gate or some such that has the warp animation going continuously throughout the mission.

 

Offline diamondgeezer

You mean like a ten click-wide Stargate?

 
If your up to it (you seem to be on a SEXP rampage) I would suggest that the next SEXP's we should put in are some file handling ones that allow a mission to write some data to a text file (or a binary file - tends to be easier to implement) in the FS2 directory, and other SEXP's that let the data in the files be read back in to variables. This would let ship damage and such be carried over between missions w/o red alert status.

  

Offline Goober5000

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Quote
Originally posted by diamondgeezer
You mean like a ten click-wide Stargate?


:nod:

Quote
Originally posted by ##UnknownPlayer##
If your up to it (you seem to be on a SEXP rampage) I would suggest that the next SEXP's we should put in are some file handling ones that allow a mission to write some data to a text file (or a binary file - tends to be easier to implement) in the FS2 directory, and other SEXP's that let the data in the files be read back in to variables. This would let ship damage and such be carried over between missions w/o red alert status.


Heh... sexp rampage is right.  However, I think I'll have to cut back and focus on schoolwork for a little while; and that sounds complicated.  Maybe someone besides me could try their hand at it.