Author Topic: Puzzler for the FRED Gurus  (Read 2317 times)

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Offline NGTM-1R

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Puzzler for the FRED Gurus
The attached mission was built using RC6 FRED and tested on RC6 FSO, so you'll want that or the most recent CVS build.

Despite my best efforts it insists on placing the player in the friendly capital craft, despite the fact I've repeatedly deleted and changed the ship, both class and name, and repeatedly directed it to make Alpha 1 the player ship. If somebody could figure this out, I would be most greatful.

[attachment deleted by admin]
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline karajorma

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Re: Puzzler for the FRED Gurus
Okay. I'm geting the bug too.

:wtf:

I'll figure out what's going on as soon as I've read through all the tabs I've opened.
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Offline PotzUK

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Re: Puzzler for the FRED Gurus
I'm getting it too... how odd!  Although, I have been trying to get this exact behaviour for one of the missions that I've got planned for my campaign...

I just can't work out what is causing it though!

 

Offline PotzUK

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Re: Puzzler for the FRED Gurus
Found it.

Alpha wing had an arrival delay of 15 seconds:

I've removed:

+Arrival delay: 15

from Alpha wings definition and all is well.  I guess because Alpha1 had not arrived when the mission started, the game had to put you in the next available ship, which was the Victory.  How did you manage to do that in FRED?  That field is greyed out when the arrival cue is Hyperspace :)

Fixed file attached!

I hope this doesn't get classed as a bug - I've been trying to find a way to have the player fly a capship for ages (but not fight in it)

[attachment deleted by admin]

 

Offline NGTM-1R

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Re: Puzzler for the FRED Gurus
How did that happen? I didn't give Alpha a delay. 0,o
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline karajorma

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Re: Puzzler for the FRED Gurus
I hope this doesn't get classed as a bug - I've been trying to find a way to have the player fly a capship for ages (but not fight in it)

It's a bug. I'd advise you not to try exploiting it cause it crashes out in debug builds and there's a possibility that it might get fixed as a side effect of something else even if no one bothers to fix it now.

 If you want the player to be in capship you can use the change-ship-class SEXP like the rest of us :)
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline PotzUK

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Re: Puzzler for the FRED Gurus
I hope this doesn't get classed as a bug - I've been trying to find a way to have the player fly a capship for ages (but not fight in it)

It's a bug. If you want the player to be in capship you can use the change-ship-class SEXP like the rest of us :)

At the very least this should assert in debug mode.

That sexp has never really worked for me, oh well - back to plan B :)  (player x meters in front of the ship with the every-time condition :))

 

Offline karajorma

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Re: Puzzler for the FRED Gurus
How doesn't it work?
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Offline PotzUK

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Re: Puzzler for the FRED Gurus
It just doesn't do anything, but then I am using a 31/07 CVS build... not to worry - it was a "would be nice" not a "must have" :)

 

Offline karajorma

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Re: Puzzler for the FRED Gurus
It should work in 31/07. In fact seeing as that build has code from my Team Loadout changes it should actually work better than it does in 3.6.9 (i.e with ships that aren't present in the mission yet as well as with ships that have already arrived).

The only place where you should see a problem with the SEXP is in multiplayer (Where it simply won't work on any ship other than the one the server is on).
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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