Author Topic: Need a FRED SEXP-Idea  (Read 1693 times)

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Offline Starman01

  • 213
  • Mechwarrior
    • Wing Commander Saga
Need a FRED SEXP-Idea
Hi there,

I'm currently working on a new mission which features capship-missiles, but now I nead a trigger for "when all missiles are destroyed".

Just a short explanation :

First we had the missile as a seperate object in Ships.tbl, that would make the SEXP-thing easy. But I removed it, because the game  explains itself, that bombs (and capship-missiles) can be targeted by hitting "b". And how should I explain then, that only in this mission  you have to target them with "T".

In the mission itself, when you arrive at Nav 1 you detect a pack of longe-range-cruise-missiles, but no enemy ship that should have fired them.

To meet these specs I created an invisible (no textures at all) missile-launcher, which isn't visible even at close distance nor on radar, but fires cruise-missiles, which I can target using "B"-button.

Now all I want is playing a message when "all missiles are destroyed". How can this be achived ?

Is the game handeling bombs as "enemies", so that I can maybe make a script like "no more enemy nearer then 30.000"

Thanks for any idea :)
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 

Offline Taristin

  • Snipes
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  • BlueScalie
    • Skelkwank Shipyards
At the current moment, I don't think the engine keeps track of missiles for purposes like this. You'd probably be better off using the original ships table idea, and make something up about how sensors are reading them as ships, rather than weapons, for some odd reason.
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Offline Goober5000

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I don't think you can do "all missiles are destroyed", but you can do "all missiles have been fired".

Give your missile launcher a "bomber" ship flag and fire all missiles from secondary banks.  Then do a sexp check for secondary-ammo-pct.  This will tell you how many missiles are left.

You can't put the missile launcher in a turret, because they have unlimited ammo.

  

Offline StratComm

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Yes you can.  Turret-lock-all.  Or make the missile launcher depart with no warp.

And I'm going to suggest making the missiles bombers in the tables.  If no actual bombs are present, pressing 'b' will target a bomber IIRC.  It also gives you the benefit of setting hull strength, which could be useful if you're wanting to make it challenging, but it allows shockwaves to damage them.
« Last Edit: August 24, 2004, 12:26:35 pm by 570 »
who needs a signature? ;)
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Starman01

  • 213
  • Mechwarrior
    • Wing Commander Saga
These points are all no problem. There are 10 launchers, and each can
fire only one missile before he departs again (Of course they have no
warp-effect, their only purpose is to place a bomb in the mission-area
without showing an enemy capship).

The missiles have to travel at least 20.000 meters untill they impact.
Because of this the "check if missiles are fired" is no solution, they will
take some time to reach the target.

Also I cannot trigger the time until they reach their target, because
if the player manages to shoot them down earlier, he will have
to wait a long time until the trigger starts.

Damn, I would really hate if I have to change the mission-script
just because of this. Any other ideas ?
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 

Offline StratComm

  • The POFressor
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Really, go with the "bomber" flag and make them ships.  It does work (just verified) for what you're trying to do.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Starman01

  • 213
  • Mechwarrior
    • Wing Commander Saga
Now I got your point, I didn't realized that a "bomber"-ship can
be targeted with "B" too. That should do the trick. Only (minor)
negative effect, I have no impact-counter anymore.

But know I have to ask a real "newbie-question" (shame on me:)  )
I haven't used "kamikaze" in ages, how the heck does this work.

When I set the flag "Kamikaze" then it says It will kamikaze into
it's current target. (I will have to "protect" them too, otherwise the
missiles will fly evasive against enemy AA-Fire). So I ordered them
to "attack the target" but when I do this the missiles fly to the ship
and stop at the "best-shot" position around 800 meters from the ship,
just like a bomber would do, when he get's the order to attack a
target. Of course the missiles can't fire.

So what now, how can I make them kamikaze without delay ?
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 

Offline Goober5000

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Try "no dynamic goals".

 

Offline Starman01

  • 213
  • Mechwarrior
    • Wing Commander Saga
Nope, it's not working. They still stop at the "Attack distance"
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 

Offline Goober5000

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I mean, try "no dynamic goals" while it's kamikaze.  That way, it won't evade.

(Though evading might be pretty neat... you have smart missiles. :D)

 

Offline Turambar

  • Determined to inflict his entire social circle on us
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if it had a distinct, bright trail, it would look very cool
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 

Offline Starman01

  • 213
  • Mechwarrior
    • Wing Commander Saga
Quote
Originally posted by Goober5000
I mean, try "no dynamic goals" while it's kamikaze.  That way, it won't evade.


Now I see what you have in mind. Well that's a solution too. But my
problem is still existing. My missiles are refusing to kamikaze into
their target and keep station on their waiting position.

This is normal AI-Behaviour, if they were real bombers they will
fly the same path, stop at the same position and fire their guns
at the target. Here is a picture, pictures speak more than words :)

It is obvious that I made something wrong, but I don't get the hint
yet. Any insights for me ?



Btw, turambar is right, not only I miss the impact counter in this
variant, they also have no more missile-trails. :(

I really need some serious code-changes, but where to find the
handfull of coders to fullfill everything I want :)
« Last Edit: August 25, 2004, 02:30:26 pm by 1072 »
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 

Offline Goober5000

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That's very odd... I've seen bombers go kamikaze before.  Maybe the bomber needs to shoot some weapons first, or something.

 

Offline Cetanu

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Quote
Originally posted by Cetanu
- AI got better evading skills - bombers even won't do a normal bomb run - they stay at a safe distance and fire bombs at max range only...

mentioned in the "hostile" SCP thread, could be part of the reason for no-kamikaze...
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