Author Topic: How to make missions/a campaign  (Read 8818 times)

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Offline Mobius

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Re: How to make missions/a campaign
The launcher doesn't deactivate mods placed in your FreeSpace 2/data folder. Look for isolated VPs, icon files and tables.

A pic of the briefing interface when you're experiencing the problem.
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Offline Nimiria

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Re: How to make missions/a campaign
Okay here is one pic from the bug in the fred, The green icon in the middle should just be an installation but there does not appear anything.

I have very much vps in my main folder.. perhaps you could give me a list what should be there so I can delete all more, and host a "clean" icons.tbl?

[attachment deleted by ninja]

 

Offline Mobius

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Re: How to make missions/a campaign
Oh...it's the distance...increase the distance between the node, the central icon, epsilon wing and the others. There's no FreeSpace for a big icon there ;)

The installation icon should be used for the Vulcan's Forge, anyway...

You have MSN, too. It would be easier to talk about problems there.
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Offline karajorma

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Re: How to make missions/a campaign
Those are FS1 briefing icons. Which means that FRED somehow has access to files it shouldn't have (Since you should be building this mission using only FS2 data or possibly the Media VPs too).
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline Nimiria

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Re: How to make missions/a campaign
Yes I have MSN just add "Nimiria" there or give me your name/Email, then we can talk there, yepp :)

Edit: And what can I do now that it gets back to "normal" mode again? :/ I have much vps in the main folder, and do not know how to make the game "clean" again so I have just my FS 2, and the mods where they belong: in seperate folders.

 

Offline Mobius

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Re: How to make missions/a campaign
LOL, INFA uses FS1 icons...I forgot about the others :lol:

As expectable...there's something.

There's a section in The FAQTM(link is in my siggy) about installing mods. You can easily use it to check your root folder and find the "visitors" you want to disappear.

You can get my MSN address by looking at my profile.
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Offline Nimiria

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Re: How to make missions/a campaign
Well, my first problem with my own mission.

I have 3 cruisers inbound here till now. 1 is friendly, 2 are hostiles. When the hostiles are ingame from the beginning on, all works fine. They use their beam weapons etc. the friendly cruiser comes in after a short period of time, and here all is fine, too.

But when I give the 2 hostile cruisers a time counter to jump in, too, all 3 cruisers do not fire a single shot. They even do not have any weapons. I cannot target weapons, and I cannot target subsystems on them. I gave them "beam free all" like I did when the hostile cruisers are ingame from the beginning, but when they get a counter to come in later, nothing works on any of those cruisers.

I have no glue what this means :( What can I do? Perhaps somebody wants my file and take a look?

--
Problem solved. Looked like some mediavp problems..
« Last Edit: March 16, 2008, 08:56:56 am by Nimiria »

 

Offline Nimiria

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Re: How to make missions/a campaign
Another question :p

I want messages when a ship has, for example, has taken enough damage that its hull is down to 50 %. I can make a message when a ship is destroyed, or % of ship class etc. is destroyed, but I can`t find an event for % of damage of one ship ^^

 
Re: How to make missions/a campaign
When
  <
    hits-left
  50
  send-message

or

When
  <
    is-subsystem-strength
       hull
    50
  send-message

I can't remember which one was the better, and since my fred is not working I can't verify if the Sexp names are correct.
With the second option, as the name suggest, you can choose the subsystem to monitor (for example you could send a message when a turret is damaged)
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Offline karajorma

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Re: How to make missions/a campaign
Either is good AE, But your event is actually going to trigger at 49% not 50. Common mistake. :)

when
<
--hits-left
---Name of Ship
--51
-Do-Whatever

You should always use less than percentage+1 rather than equals percentage because it's possible for a ship to jump from 52% to 49% without actually ever being at 50% in which case the game won't trigger the SEXP.
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Offline Nimiria

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Re: How to make missions/a campaign
Thanks for your answers I will try this :)

 

Offline Nimiria

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Re: How to make missions/a campaign
I have finished working on a test mission :)

I hope somebody wants to test it. Evaluations are welcome :)
« Last Edit: March 19, 2008, 02:53:28 am by Nimiria »

 

Offline Mobius

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Re: How to make missions/a campaign
Played once :)

1) Use the starfield. Background ---> Skybox Model ---> "starfield.pof";

2) Reduce the number of stars to 100;

3) Sigma behaves strangely because all freighters are grouped in a wing. They should be separate ships;

4) The Excelsior is too close to one of the freighters;

5) A message reports that the convoy needs 12 minutes to reach the waypoint while the whole mission lasts about 11 minutes;

6) See if you can reduce the distance between the node and the waypoint, the mission is too long;

7) The pirate cruisers remain immobile. I think they should move near the convoy(following parallel courses), possibly at a very low speed <6;
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Offline Nimiria

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Re: How to make missions/a campaign
Thanks so far :)

1 + 2 : done :)

3: I tried that before (gave every transport a seperate waypoint, set events for leave for them all etc.) - but the problem is that I wanted Beta to defend all 6 transports. I did not like the “wing bug” from the transporters, so I changed id again.
4. Yes, it was. Just forgot to change this ^^

5. The message told "approximate" 12 minutes :) Changed the text a little.

6. changed this a little becaus of point 7 (I think 10 or 11 minutes are not too long, guess this is that's a matter of opinion :)).

7. Forgot this, too. Done now :)

So look at it again please :)

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Offline Mobius

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Re: How to make missions/a campaign
3) Use add-goal and/or when-argument :)

6) It's still too long :P
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Offline Nimiria

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Re: How to make missions/a campaign
3. I tried that add goal argument but then they all surrounded one transport ^^ I think now it works good.

6. As I said that's a matter of opinion :p

What`s your general opinion of the mission? You showed me some parts that had to be changed, but I do not know what you think about it ^^

 
Re: How to make missions/a campaign
I can't test the mission but , if Mobius says it's too long, it is likely to be... he's not a 2-mins-mission person...

anyway how long does the mission take? with how many "main events"?
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Offline Nimiria

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Re: How to make missions/a campaign
It goes 9 minutes and 35 seconds now. There are several attacks during the mission, there should be always action. Later mission will have more then 10 minutes so if 10 already is too long, I guess nobody then myself will play them ;)

I suggest to play it before making a judgment about it :)

Why can`t you test it? Any problems with it?

« Last Edit: March 20, 2008, 09:13:40 am by Nimiria »

 

Offline Mobius

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Re: How to make missions/a campaign
:yes:

1) Fix the background, there's a nebula partially covering a planet(satellite);

2) The mission should have a proper name instead of the generic "Mission 1";

In addition...I know it's a matter of opinions, but a long mission consisting in shooting down wave after wave of Hercules and Artemis shouldn't last 10 minutes.

:)
« Last Edit: March 20, 2008, 12:46:55 pm by Mobius »
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Offline Nimiria

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Re: How to make missions/a campaign
There are 2 cruisers, too :p

I will check the background, yepp :D

The name hmm yes, thought about it already. Since I want to make several missions for a campaign I will give them names then, later.