Author Topic: realistic campaigns  (Read 5840 times)

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Offline Mobius

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Me too...

What about the bug I found? Should I report it in Mantis?
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Offline karajorma

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The problem is not with ship-guardian or ship-invulnerable, it's with the less-than sexp.  Or, alternatively, it's not a problem at all; it's a design decision.  If you have ship-invulnerable set to go off when a fighter's hull strength drops below 50, and said fighter gets hit with a missile that drops him from 75 to 0 instantly, it's too late.  The solution is to ship-guardian him when the mission first starts, and then use a ship-invulnerable sexp later on if that's your thing.

That's why I asked for confirmation that the problem was actually with ship-invulnerable. I'm pretty sure that most of the reports of it not working are due to this exact cause rather than any actual problem with the SEXPs.

A look at Love the Treason..... pretty much confirms that. Simply adding a ship-guardian at mission start would prevent Snipes from ever being killed in that mission.

Incidentally as far as I can see the mission Jim Boone was completely unaware of the existance of the add operator option in FRED. Every single event I looked at seemed to work like this

Event 1
when
-trigger
-Do one Thing

Event 2
When
-Same Trigger as Event 1
-Do something else

I can't think of any sensible reason for making 26 seperate events for the destruction and sabotage of the NTF wings when it could have been done in 3 or 4.
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Offline Qwer

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Currently there's no reallistic campaigns (I mean those which has got high realism level for FreeSpace standards). I don't know what's about other in-progress ones, but Earth Defence and Phoenix will try to keep large realism level.
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Offline NGTM-1R

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Repair-subsystem.

What do you mean? I'm talking about wingmen fighters. Their engine subsys name changes...sometimes(Claymore Mk.2, for example. It has 4 engines).

I think I can solve this with when-argument....every-of all the possible engine names,then ship-subsys-guardian-threshold...

Even with only one working engine, a ship will still be able to depart or move at full speed. (You have to specify it slowing down in response to engine damage.)
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Offline Mobius

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But multiple engines are name like "engine1", "engine01", "engine2" ecc.
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Inferno: Nostos - Alliance
Series Resurrecta: {{FS Wiki Portal}} -  Gehenna's Gate - The Spirit of Ptah - Serendipity (WIP) - <REDACTED> (WIP)
FreeSpace Campaign Restoration Project
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Offline NGTM-1R

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You only have to have one name, still.
"Load sabot. Target Zaku, direct front!"

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Offline Mobius

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And how? I'm not the modeller that created the spacecraft I use in my missions.

I may try to use every-of with all the possible engine subsystem names, but the game could crash.
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Inferno: Nostos - Alliance
Series Resurrecta: {{FS Wiki Portal}} -  Gehenna's Gate - The Spirit of Ptah - Serendipity (WIP) - <REDACTED> (WIP)
FreeSpace Campaign Restoration Project
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Offline NGTM-1R

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You know the subsystem names; you should. It gives them to you. Just use a single one of them on the repair-subsystem.
"Load sabot. Target Zaku, direct front!"

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Offline Mobius

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Ship selection? Changing fighter or bomber? Claymore Mk.2?
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Inferno: Nostos - Alliance
Series Resurrecta: {{FS Wiki Portal}} -  Gehenna's Gate - The Spirit of Ptah - Serendipity (WIP) - <REDACTED> (WIP)
FreeSpace Campaign Restoration Project
A tribute to FreeSpace in my book: Riflessioni dall'Infinito