Author Topic: Quick Depature Cue Question  (Read 8233 times)

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Re: Quick Depature Cue Question
Oh yeah, i forgot to mention, what would the full departure cue be if the ship wasnt disabled within 90 seconds?

 
Re: Quick Depature Cue Question
Oh and ALSO, when i try my other single mission with mediavp's, the wav files i have recorded don't work. is there a quick fix?

 

Offline Mobius

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Re: Quick Depature Cue Question
Oh yeah, i forgot to mention, what would the full departure cue be if the ship wasnt disabled within 90 seconds?

has-arrived-delay (or has-time-elapsed if the ship was ingame at the beginning)
  90

Since disabling a ship automatically implies that it won't be able to jump out, that's what you need. :)


Oh and ALSO, when i try my other single mission with mediavp's, the wav files i have recorded don't work. is there a quick fix?

I don't really know...maybe you should create a mod folder to use them. Read Karajorma's FreeSpace FAQTM's section dedicated solely to the installation of mods. You can find a link in my signature.  :D
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Re: Quick Depature Cue Question
It's ALL fixed now Mobius, thank you for all of your help anyway :)

 
Re: Quick Depature Cue Question
Seems my mission is more complicated than i thought.
Is it possible to make an event false by another event? This is because as soon as the engines of the Everest come back online it jumps, because it is no longer disabled and the time elapsed is 90.

 

Offline Mobius

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Re: Quick Depature Cue Question
Set the departure cue and make sure that the ship will not jump as soon as its engines are repaired...do this:

and
  <previous condition>

 not
  is-event-true-delay
    Repair Engines (or similar, I don't remember)
    0

:)
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Re: Quick Depature Cue Question
hurrah! my mission now works! thanks again :P

 

Offline Mobius

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Re: Quick Depature Cue Question
No problem... :)
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Inferno: Nostos - Alliance
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