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[FA] Campaign 1 Mission 1 - Willy_Principal
CTD???
Developing a FS2 Campaign:
Corruptible, everyone has a price

 

Offline mitac

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[FA] Campaign 1 Mission 1 - Willy_Principal
Crash to desktop.
marcet sine adversario virtus.

 
[FA] Campaign 1 Mission 1 - Willy_Principal
it's possible...i remember i left some code unused...that i never bothered to remove...
...it happened nothing to me...however...
what where you doing while it CTD?
Developing a FS2 Campaign:
Corruptible, everyone has a price

 
[FA] Campaign 1 Mission 1 - Willy_Principal
Another update...

i cleaned the unused code...
tested the mission again and again...no CTD.
i increased the difficulty a bit.
team loadout modified.

download: http://www.geocities.com/willy_principal/fac1m1-willy_principal.zip
Developing a FS2 Campaign:
Corruptible, everyone has a price

 
[FA] Campaign 1 Mission 1 - Willy_Principal
Okay, just finished playing this mission again and I've made a few observations.

1.  Dialogue:  Some of the messages need a little work.

"Damn! This is ****ing boring. I hope we get the chance to kick some rebel butt."

Alpha wing just arrived, so how did Alpha 2 become bored aready?

"Shut up! Jones.  If you don't shut up, I'm gonna kick your butt personally."

This sentence just sounds weird to me, try this.

"Jones, quit whining, or the only butt being kicked during this mission will be yours."

Or here's another.

"Yeah, that's right, Bill. When we finish our patrol, let's go to Big Earl's and take a drink. I 've been told it's a nice place."

The sentence is fine up to the last part, which gives the impression that whoever is talking isn't your average fighter pilot with a standard way of talking.  I would just change that to:

"Let's go to Big Earl's and unwind, I hear it's a nice place."

"Four rebel bombers arrived next to us! Help!"

Put in have arrived, it makes the sentence sound better.

"The NTC Horizon is down. Delta, jump to Polaris V Orbital Shipyards, we need your assistance there."

to the Polaris V Orbital Shipyards.

"All the rebels in your area has been eliminated. But we're still engaging rebel forces all across the system"

have been eliminated.

"A Leviathan class cruiser and four wings of fighters has emerged from subspace. Hold on, pilots. We're sending reinforcements, now."

Either change it to with four wings of fighters (change fighters to escorts) or change has into have

"****! I couldn't taste that beer and peanuts! I'll make 'em pay for that!"

Take out couldn't and replace it with Now I can't taste that beer and those peanuts.

"Really?...i thought those things where dead and buried..."

Make it this instead I thought no one knew those old styles anymore.


"Cool...Hey! Alpha 3, remember last time we got drunk?"

Take out some of the wav files you use for messages, Kappa's last statement "Thank God! Thanks, Alpha. Come on, guys, let's get outta here." That does not match the dialogue coming from the assigned message file.

Also, in your messages, don't have command say " I'm ", say " We're ", or " We are ".  If we knew the officer's name it would be fine, but we don't.

Okay, now for a few other things.

The Dashor jumps in too close to use its main cannons on the Executor.  Move it back a good ways, at least another thousand kilometers.   The Dashor should really jump in, fire off a few shots, maybe take a hit, and win the fight.

The four wings of fighters guarding the Executor at the end trouble me.  I lost all of Alpha and Epsilon wings, and had to evade enemy fire and wait for the second wave of Epsilon.  Try taking one wing out and making the others smaller, say with only three fighters.

The explosion of the cargo container is a bit too powerful, knocking things around like that.  It should have an impact, it just shouldn't move so fast and flip everything around.  Lower the shockwave speed a bit to make it more fluid.  Right now it just explodes and flies across the screen.

The rest of the mission is fine in my opinion, though seeing the briefing icons move around and the view rotating would help.  Also, the last part of the second stage of the command briefing is cut off because the text runs over the space you have for the message.  Try rewording or rewriting this stage so there is no cut off.

I will watch for your reply.
GTI Rebellion FREDer

Dissident Theory

Permissum sacramentum non exsisto infractus , per fides exsisto led.

 
[FA] Campaign 1 Mission 1 - Willy_Principal
THANKS!!!
COMMENCING MISSION EDITING...
STAND BY FOR MISSION UPDATE...

i need to do something, but i don't know how to do it...
here is what i wanna do:
1- a ship jumps in (it's a friendly)
2- 5 seconds passes, the ship's iff status changes to hostile and gets 'invisible' to sensors...
3- 2 seconds passes, the ship's iff status changes back to friendly and gets 'visible' to sensors...
4- the cycle continues until the ship jumps out...
Developing a FS2 Campaign:
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Offline Goober5000

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[FA] Campaign 1 Mission 1 - Willy_Principal
Ooh, a challenge... :drevil:

Try this:
Code: [Select]
IFF Event Part 1
when
  =
    mod
      mission-time
      7
    4
  change-iff
    GTD Strange Ship
    hostile
  ship-invisible
    GTD Strange Ship



IFF Event Part 2
when
  =
    mod
      mission-time
      7
    6
  change-iff
    GTD Strange Ship
    friendly
  ship-visible
    GTD Strange Ship
and just make sure your ship jumps in when the mission time is evenly divisible by 7. ;)

 
[FA] Campaign 1 Mission 1 - Willy_Principal
what???
"and just make sure your ship jumps in when the mission time is evenly divisible by 7"---errr...show me two or three examples and i think i'll get the idea...

the thing is that the ship's arrive cue is this:
has time elapsed
    rand
        200
        250
Developing a FS2 Campaign:
Corruptible, everyone has a price

 

Offline Goober5000

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[FA] Campaign 1 Mission 1 - Willy_Principal
Never mind.  I just realized that I can make this a little simpler.

Try this:
Code: [Select]
IFF Event Part 1
when
  =
    mod
      time-ship-arrived
        GTD Strange Ship
      7
    4
  change-iff
    GTD Strange Ship
    hostile
  ship-invisible
    GTD Strange Ship



IFF Event Part 2
when
  =
    mod
      time-ship-arrived
        GTD Strange Ship
      7
    6
  change-iff
    GTD Strange Ship
    friendly
  ship-visible
    GTD Strange Ship
and that should be all you have to do.

 
[FA] Campaign 1 Mission 1 - Willy_Principal
THANKS!!!
COMMENCING MISSION EDITI--- --- [Willy falls sleep over the keyboard] (it's 5:30 AM here in Argentina)
Developing a FS2 Campaign:
Corruptible, everyone has a price

 
[FA] Campaign 1 Mission 1 - Willy_Principal
UPDATE!!!

i modified all you people said...

Goobers...the code you gave me, didn't worked...not for me at least...

i added some things, try the Hard and Insane difficulty levels and some new things will appear...
also added some new dialogues...

[EDIT] if you like capship to capship engagements, you are lucky, the fight between the GVCv Dashor and the NTC Executor is now longer and better overall...[EDIT]
« Last Edit: February 06, 2005, 09:52:44 pm by 2309 »
Developing a FS2 Campaign:
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Offline Goober5000

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[FA] Campaign 1 Mission 1 - Willy_Principal
Then I'll check it out.

EDIT: Is this the link with the mission?
http://www.geocities.com/willy_principal/fac1m1-willy_principal.zip
Because the file is timestamped 12/29/2004.  Did you upload the most up-to-date version?

 
[FA] Campaign 1 Mission 1 - Willy_Principal
yes...it's the only file...disregard timestamp...
i have half a dozen of shareware programs installed, so i keep the date locked...

[EDIT] i keep only one version in my PC, the most up-to-date ... ... ... NO MULTI-VERSION LiKE OTHERS FRED ACADEMY FREDDERS. [EDIT]
Developing a FS2 Campaign:
Corruptible, everyone has a price

 

Offline Fergus

  • 28
[FA] Campaign 1 Mission 1 - Willy_Principal
Quote
Originally posted by willy_principal
[EDIT] i keep only one version in my PC, the most up-to-date ... ... ... NO MULTI-VERSION LiKE OTHERS FRED ACADEMY FREDDERS. [EDIT] [/B]


Oh, are we meant to keep only 1 version, I feel it is useful to keep several versions, though I had some hosting difficulties so I have only 1 version (I think) up.  If we are only meant to have one I can change that.
Generic signature quote blabber

 

Offline karajorma

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[FA] Campaign 1 Mission 1 - Willy_Principal
I think it's up to the individual FREDder but it would be nice to a little more care taken to make sure people are playing the latest version. (For instance calling the main mission CampaignXMissionX.fs2 and renaming the back up to CampaignXMissionXVersionX.fs2 would insure that the link always points to the newest version).

WP. Just out of interest what are you using the hostile-friendly switching thing for?
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[FA] Campaign 1 Mission 1 - Willy_Principal
i see no use of having MULTI-VERSION files...
If backup is reason, all the changes i do make the mission better, not worst...

i need the friendly-hostile switch to simulate the rebel transport's IFF transmitter failing...
Developing a FS2 Campaign:
Corruptible, everyone has a price

 

Offline karajorma

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[FA] Campaign 1 Mission 1 - Willy_Principal
The problem is that unless you turn on no-traitor you won't be able to shoot at the transport when it's marked friendly.

If you do turn it on however the player will be able to shoot at anything he feels like shooting.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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[FA] Campaign 1 Mission 1 - Willy_Principal
I was planning to do this:
Alpha jumps in...
Kappa jumps out...
Alpha talks...
then, the fake freighter jumps in...
its IFF transmitter fails each five seconds...
then (a clever player, or one that already played the mission), would notice this and target the cargo container being carried by the fake freighter...
the cargo is unknown, the player scans it and discover that it's a BOMB...
Command sends this message: " That freighter is a fake, pilot. The rebels are trying to plant a bomb. Destroy the freighter's comm subsystem immediately. Do it quickly, or the rebels might panic and detonate the bomb " [fake freighter IFF turns hostile, permanently. It's 'protected', to avoid other ships shooting at it]
Alpha 1 must destroy the fake freighter's communications subsystem in less than 5 seconds, otherwise, the rebels will panic and detonate the bomb right away...

The NTC Horizon will jump in:
- When the fake freighter escapes.
- When The bomb explodes.
- When the fake freighter is destroyed or disabled.

If the player discovers the bomb, Command will alert the fleet and will send Delta and Epsilon once the Horizon arrives. The Dashor will arrive intact and faster...
Otherwise, everything will proceed normally...
Also, Delta will stay, because the Polaris V Orbital Shipyards won't need more forces.
Developing a FS2 Campaign:
Corruptible, everyone has a price

 
[FA] Campaign 1 Mission 1 - Willy_Principal
This mission is finished, i'll no longer improve it (unless you find some problem in it)
Developing a FS2 Campaign:
Corruptible, everyone has a price

 

Offline karajorma

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[FA] Campaign 1 Mission 1 - Willy_Principal
Okay. I'll give it a try :)
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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