Author Topic: Ship ordered to "play dead" still firing  (Read 2948 times)

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Offline diceman111

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Ship ordered to "play dead" still firing
Ok asfar as I know the play dead order makes ship well play dead and not fire but when I use it in FRED and I have several cruisers and corvettes that are ordered to play dead they still start to fire when they just have been destroyed (They manages to get of a salvo of anti figther beams) is this a known bug or is there something I have overlooked or done wrong.

The ships have inital orders set play dead and are hostile, the mission itself is to destroy a groupe of mothballed ships.

/Dice
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Offline karajorma

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Re: Ship ordered to "play dead" still firing
That's odd. What priority have you attached to the play dead orders? Have you tried it at 89?
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Offline Dysko

Re: Ship ordered to "play dead" still firing
Now I remember seeing a similar bug... I ordered 2 Apothess (from Inferno) to attack a "play dead"-ed Sathanas (Inferno's Sath has some side beams). When they destroyed the Sath, the Sath fired and destroyed the 2 Apothess.

At first, I thought of a FREDding error of mine. Now I see that another one had the same bug...
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Offline Roanoke

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Re: Ship ordered to "play dead" still firing
try locking the turrets too

 

Offline FUBAR-BDHR

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Re: Ship ordered to "play dead" still firing
Had a similar problem a couple of months ago.  Seems like play dead is canceled out by a ship taking damage.  Even 2 ships on the same team running into each other can cause it.  I believe I used both play dead and ignore target to get around it.  Worked for caps and normal AI but didn't work at all for AI ships flagged as player.  Eventually had to change one teams IFF to unknown to get it to work completely.
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Offline Black Wolf

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Re: Ship ordered to "play dead" still firing

When
is-destroyed-delay
0
-shipname
beam-lock-all
-shipname

Try that.
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Offline diceman111

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Re: Ship ordered to "play dead" still firing
I locked the turrets but they still fired.

Will simply solve it by removing Beam free default that should clear it (and use Beam-Free on friendly ships)

But thanks for the help, good to know it wasent just me who had done something wrong for once

/Dice
Flames Of War Chapter III - http://web.comhem.se/~u35702611

"If at first you don't succeed try a bigger thermonuclear weapon" - My philosophy on life

"I dont care if we smack it into her or smack it out of her just aslong as there's smacking invovled" - Max from Sam & Max Situation Comedy

 I live in Sweden and before anybody ask NO we do not have polar bears walking on our streets thats Norway, we have penguins (Red ones with blue dots)

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Offline Black Wolf

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Re: Ship ordered to "play dead" still firing
Did you lock the turrets or the beams? There are two different sexps, and once you beam-lock-all something it wont fire any more beams regardless of the Mission Specs (I'm 99% sure). Turret lock might not have the same affect.

But, I suppose as long as you're not hard up against the sexp nodelimit, you might as well go back to the old beam-free-all method. We've all done it at one point or another :D
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Offline NGTM-1R

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Re: Ship ordered to "play dead" still firing
I've noticed destroying the ship clears beamlock and turretlock sometimes. You have to give a second order for it to be reliable.
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Offline 0rph3u5

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Re: Ship ordered to "play dead" still firing
If this doesn't go away with beam-lock-all you might try something diferent (see attachment)

the 1st event just makes the ship guardian so the 2nd event can take place...
the second event is tiggered as soon as the target ship's (here a dummy aten) hull integrity drops below 2%; it removes the ship-guardian (makeing the ship killable) and changes the weapons of all turrets on these ships to the training laser
-> no beams on the ship anymore
-> no last beam shots on death
-> Problem solved (Hopefully ...)


[attachment deleted by admin]
« Last Edit: May 16, 2007, 04:20:17 am by 0rph3u5 »
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Offline Roanoke

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Re: Ship ordered to "play dead" still firing
Did you lock the turrets or the beams? There are two different sexps, and once you beam-lock-all something it wont fire any more beams regardless of the Mission Specs (I'm 99% sure). Turret lock might not have the same affect.

But, I suppose as long as you're not hard up against the sexp nodelimit, you might as well go back to the old beam-free-all method. We've all done it at one point or another :D


yeah, sorry. I should have been more specific.  :)

 

Offline Devrous

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Re: Ship ordered to "play dead" still firing
Why not just set all the beam turret hitpoints to 0?  :rolleyes:

No turret, no fire!

 

Offline karajorma

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Re: Ship ordered to "play dead" still firing
Because then the turret will explode with a big bang and you can't repair it later if you want the ship to be active without it looking rather crap.
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Re: Ship ordered to "play dead" still firing
Did Derelect run into this problem?  And is that why the story went the way it did?

If so, they had a really creative way of working around it.
Could we with ink the ocean fill, and were the skies of parchment made
Were every stalk on earth a quill, and every man a scribe by trade
To write the love of God above, would drain the ocean dry
Nor could the scroll contain the whole, though stretched from sky to sky!