Author Topic: Ker.Soth's mission design questions  (Read 5806 times)

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Offline Colonol Dekker

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Re: Ker.Soth's mission design questions
Find the vp viewer. . .find the key to it all. .TBL files hold all info needed. Just open em in notepad.
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Re: Ker.Soth's mission design questions
Already on it.  Has anybody noticed that the Auroras have a better energy consumption with the 60mm pulse instead of the 40mm? Once you get the hang of it it's fun too. Blows up most fighters in two hits. Works wonders on the Drakh.
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Offline karajorma

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Re: Ker.Soth's mission design questions
Of course I have another question. I've tried having freighters arrive in the EXPLORER'S main hangar, but the DO NOT want to cooperate. They either stay put once they arrive or make a 90 degree vertical turn and try to exit through the hangar's walls. I've tried different compinations of the arrival paths but it was no good. ( I thought of using the EXPLORER as an EA modular base, the Orions are too small compared to the bases of the other races.)

Did you have the freighters in a wing? If so I'd advise taking them out and naming them individually. Wings were only really meant for fighters and bombers and other classes can act very strangely if you put them in a wing. Far better to simply use waypoints and orders to get them to leave the bay. You could also try setting the ships to No Dynamic Goals which means that they will only do what ordered to. You'll have to tell them to fire at enemy ships etc but they should only follow their orders once you do that.
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Re: Ker.Soth's mission design questions
No, I gave them separate names, tried no dynamics, added waypoints, you name it. They seem to hit some invisible wall every time they try to get out the right way. even the no-collide trick I thought of doesn't seem to work. Who knows, I'll probably figure it out when I least expect it. As always. Thnx for the heads up though.
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Offline karajorma

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Re: Ker.Soth's mission design questions
Keep a copy of the broken mission. I'd like to take a look at it and see if I can figure out why they're acting that way. :)
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Re: Ker.Soth's mission design questions
sure, no problem. It's not even a mission really. Just the station and a couple of freighter pilots that sould have their flight licences revoced.
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Re: Ker.Soth's mission design questions
I think I've got a pretty good idea of how to use the editor now. As soon as I figure out the red-alert carry thing I'm all set. Thnx everybody for your advise.

Does anybody need a helping hand with a  campaign? I think I could build a descent mission or two.
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Offline IPAndrews

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Re: Ker.Soth's mission design questions
You know I would recommend writing some stand alone single missions. Working on any campaign is hard work and can end up putting people off mission design entirely. Writing single missions you get to experiment telling different short stories, and you get to release something to the public quicker. This is good because there's no better way of getting feedback on what you're doing well and what you can improve than releasing something to the public. Finally we have a few campaigns now, and no single missions. So there's a real market.
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Re: Ker.Soth's mission design questions
Wow, IPA. I didn't mean build my own campaign. I don't feel THAT confortable yet. I meant, does anybody already building a campaign want me to build a mission for them?

But you're right, I should build a standalone and get some feedback before I ask anybody to trust my programming. Hm, damn. Now I need a story.....probably something completely anti-canon. I haven't watched b5 for some time now, all the details are fusy in my head.
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Offline IPAndrews

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Re: Ker.Soth's mission design questions
Wow, IPA. I didn't mean build my own campaign.

Neither did I. What I meant to say was working on any campaign was hard work. Hence my usage of the word "any" and "campaign" in close proximity :P :D.
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Re: Ker.Soth's mission design questions
LOL, silly me :p. I was to hasty to respond. I'll build a standalone over the weekend. Hopefully.
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Offline IPAndrews

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Re: Ker.Soth's mission design questions
Don't worry. It gave me a chance to poke fun at you. But don't worry about that either. It just proves I'm a prat. :)
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Re: Ker.Soth's mission design questions
Red alert mission carry, how the heck does it work? Voodoo? Charming reparte? Please help me and I shall reveal the secret of AGGHHHHHHhhhhhhhhhhhh..............
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Offline karajorma

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Re: Ker.Soth's mission design questions
Red alert mission carry, how the heck does it work?

IIRC there is actually a bug in the red alert code in 3.6.9 so the simple answer is, not very well.
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Re: Ker.Soth's mission design questions
Alrighty then, I can live with that. Thnx Kara. A couple of things I noticed,

1-Thunderbolts can't load anything in their third missile-bay. What am I doing wrong? Or is it something that was partly emitted to avoid overpowering?
2-Does the Badger Turret actually work or does it need SEXPing? I saw a couple of commands tried to use them, but I don't really think anyghing happened
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Offline IPAndrews

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Re: Ker.Soth's mission design questions
1-Thunderbolts can't load anything in their third missile-bay. What am I doing wrong? Or is it something that was partly emitted to avoid overpowering?

Yes and yes.

2-Does the Badger Turret actually work or does it need SEXPing? I saw a couple of commands tried to use them, but I don't really think anyghing happened

Yes but it's not exactly effective.
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Re: Ker.Soth's mission design questions
Thnx IP. I think I pretty muched solved all my main questions...for today.
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