Author Topic: Quick Depature Cue Question  (Read 8211 times)

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Quick Depature Cue Question
Hi,

I am currently making a trilogy of missions and in one of the missions, Alpha wing must capture a NTF Cruiser. First, the ship needs to be disabled before 90 seconds or it will depart (which i have got to work). Second, after the transport has arrived, i want it so after 55 seconds of being docked, the cruiser jumps out but i have not been able to get it to work so far. Any ideas?

 

Offline Mobius

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Re: Quick Depature Cue Question
:welcomesilver:

Welcome to the HLPBB!!! :D

Alright, you need to do two simple thing:

1) Since the cruiser is disabled in order to make it jump out you need to repair its engines. Create an event like this:

Repair Engines
  when
    has-docked-delay
      Transport
      NTF Cruiser
      <insert the number of seconds>

    repair-subsystem
     NTF Cruiser
     engines
   <insert a reasonable value, I suggest 20>


2) At this point, in the departure cue of the NTF cruiser(Ship Editor), set:

  is-event-true-delay
    Repair Engines
    <insert number of seconds>


:)
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Re: Quick Depature Cue Question
Right, i did everything you said but still the darn ship won't jump. How would you do the entire departure cue for the ship? (including the 90 second disable time one).

 
Re: Quick Depature Cue Question
In departure cue U can write this:
-has-time-elapsed
-90
But if you disable engines in this time, cruiser won't departure.

With this departure after docking I suggest events, just like this:

when
-has-undocked-delay
-Cruiser
-Transport
55
-do nothing
-when (it's still the same event)
-order
-Cruiser
-depart

It should works now :)
Knowledge is the power, guard it well...^

 
Re: Quick Depature Cue Question
Still not working, this is really annoying!

 
Re: Quick Depature Cue Question
What's wrong? Why isn't it working? Are you absolutely sure you did everything like we said?
Knowledge is the power, guard it well...^

 
Re: Quick Depature Cue Question
Well, the fact is, i didnt want the transport to undock so i changed it to when docked delay but it still doesnt work!

 

Offline Mobius

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Re: Quick Depature Cue Question
Well, the fact is, i didnt want the transport to undock so i changed it to when docked delay but it still doesnt work!

2) At this point, in the departure cue of the NTF cruiser(Ship Editor), set:

  is-event-true-delay
    Repair Engines

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Re: Quick Depature Cue Question
Still not working.

What i need is for someone to write out what i need to do fully. :P

 

Offline Mobius

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Re: Quick Depature Cue Question
I did.

Did you add the event intended to repair the cruiser's engines? :)
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Re: Quick Depature Cue Question
It seems not that simple at all. I also did everything like you said, Mobius, and i tried to do it using my own methods, but it's not working. It's now my top priority event  :p
Knowledge is the power, guard it well...^

 

Offline Mobius

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Re: Quick Depature Cue Question
Can you please post screenshots from the list of events and the Ship Editor? :)
« Last Edit: January 25, 2009, 07:21:33 am by Mobius »
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Re: Quick Depature Cue Question
Sure, here you are:
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Re: Quick Depature Cue Question
Well here's what i entered into the departure cue.

or
  and
        has time elapsed
        not
              is-disabled-delay
              0
              (NTF Cruiser)
  is-event-true-delay
  repair engines
  5

 

Offline Mobius

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Re: Quick Depature Cue Question
Well here's what i entered into the departure cue.

or
  and
        has time elapsed
        not
              is-disabled-delay
              0
              (NTF Cruiser)
  is-event-true-delay
  repair engines
  5

That's not what I told you to add:


2) At this point, in the departure cue of the NTF cruiser(Ship Editor), set:

  is-event-true-delay
    Repair Engines


Sure, here you are:


The engines are magically restored when the transport docks with the cruiser? Isn't it completely unrealistic?

One question: what was the cruiser ordered to do during the mission? Was it ordered to fly a set of waypoints or to attack a certain ship?

In that case you should use the "clear-goals" SEXP to make sure that its goals are reset. :)
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Re: Quick Depature Cue Question
http://www.2shared.com/file/4721441/14bc42c7/bombingrun.html

I'll give you the fs2 file to see what is wrong. :)

 

Offline Angelus

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Re: Quick Depature Cue Question
Can you upload it as attachment, please?

 

Offline Mobius

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Re: Quick Depature Cue Question
That site is killing my connection... :wtf:

Can you please e-mail the file? Also, like I requested above, posting all info regarding the cruiser's orders would be valuable. :)
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Re: Quick Depature Cue Question
The cruiser has NO orders, and sure, it should be attached with this message.

Also, thanks for all the help! :)

[attachment deleted by admin]

 

Offline Mobius

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Re: Quick Depature Cue Question
I got this error upon opening the mission:

"A squad logo was assigned to the player's wing. The player's squad logo will be displayed instead of the wing squad logo on ships in this wing."

This happens because you chose a logo for each wing. The most appropriate option is to use Squadron Reassign from Editors ---> Mission Specs. I couldn't do it myself because I don't have the logo you set for Alpha and Beta... ;)

The Harrington is tasked to attack the Everest: ordering a warship to attack another one isn't widely accepted as a good move. I set a waypoint path for the cruiser that will allow it to attack the Everest. I used cap-waypoint-speed for a better strike pattern. :)

I've also modified the Argo's arrival pattern to randomize it a bit. I hope you'll pardon the edit. ;)

I think I found the problem: with your settings, the Everest was supposed to depart and get its engines repaired at the same moment...I assume it wouldn't work this way. I modified the delays to make sue that the Everest departs after 55 seconds(its engines get repaired after 20 seconds). A SEXP will also make sure that it doesn't get disabled again. ;)


[attachment deleted by admin]
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