Author Topic: Changing Ships in-mission  (Read 2979 times)

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Changing Ships in-mission
If you could go to the fighterbay of a destroyer and change ships while doing a mission.. Would something like that be even remotely possible to implement?

 

Offline General Battuta

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Re: Changing Ships in-mission
Yes. Incredibly simple, in fact.

 
Re: Changing Ships in-mission
Can this be done atm with the editor?

 

Offline General Battuta

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Re: Changing Ships in-mission
Yeps.

Set up an event using a trigger count or every-time to check when the player is within a certain distance of the fighterbay subsystem, then use the change ship class SEXP.

For bonus points, construct a menu with options using training messages or subtitles!

 
Re: Changing Ships in-mission
Ok.  I haven't gotten into editing yet.  But when I do I will use this feature.

But, what I was thinking of is that you could fully configure your ship (ship type and load-out) before the mission begins.  So you would effectively have two (or more) customizable ships to switch between at your discretion during the mission.  This can't be done with just events, no?

I'm not sure what you mean by the menu... could you elaborate?

 

Offline General Battuta

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Re: Changing Ships in-mission
But, what I was thinking of is that you could fully configure your ship (ship type and load-out) before the mission begins.  So you would effectively have two (or more) customizable ships to switch between at your discretion during the mission.  This can't be done with just events, no?

Yes. Use fighters in, say, Gamma wing to represent the player's alternate vessels. Have them spawn in the mission at a vast distance, stealthed and hidden from sensors. Use variables to transfer the loadouts and classes of these alternate vessels to the player's once he switches ship types (you could have him pick from slots, each of which would be a preconfigured ship).

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I'm not sure what you mean by the menu... could you elaborate?

I'm not sure how much more I can elaborate. I was saying that it is possible to use good FREDding to construct a menu, using training messages or subtitles, by which the player would select their new ship and weapons.

For extra bonus points, pull a trick from BP's FRED toolbox and add a point system that the player can use to buy better ships and weapons in-mission. You could earn points with kills or whatever.

 
Re: Changing Ships in-mission
Alright, thanks for the info.

 

Offline General Battuta

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Re: Changing Ships in-mission
I have a sneaking suspicion you could also use Kara's new advanced team loadout stuff for some of this, but I haven't figured out how to work it yet.

 
Re: Changing Ships in-mission
While we're on the topic, what is the SEXP for copying a ship's loadout? I went through almost all of them from RC2, and couldn't find one that looked right.
I'm sure I just missed it though.

 
Re: Changing Ships in-mission
Quote
For extra bonus points, pull a trick from BP's FRED toolbox and add a point system that the player can use to buy better ships and weapons in-mission. You could earn points with kills or whatever.

Upon reflection I had the following fantasy:  create a mega-mission or a campaign where you play as a Shivan "Gladiator" in an enclosed  space arena, fighting with other Shivans 'gladiators' or with captured Terrans or Vasudans or cryogenically preserved Ancients and other races.  There will be many ships at once and in the "arena" and the more you kill the more points you get to buy better ships/weapons.  You can of course choose to stand aside but that means you won't get points to upgraed your gear.  So you have to fight to survive.  Also, you will be fighting cruisers or a wing of enemy fighters one-on-one as mini boss fights the same way Roman gladiators fought with lions.  Add in team fights and unexpected events (like EMP storm) and you have a 24-th century coliseum.  It would really be just dogfighting, but with the points system you mention to buy stuff.  Call this "FreeSpace Tournament  2375". :)

Wow, that's about the craziest ideaa I've ever had..

 

Offline General Battuta

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Re: Changing Ships in-mission
While we're on the topic, what is the SEXP for copying a ship's loadout? I went through almost all of them from RC2, and couldn't find one that looked right.
I'm sure I just missed it though.

There isn't one. You'll need to use variables, I think.

Quote
For extra bonus points, pull a trick from BP's FRED toolbox and add a point system that the player can use to buy better ships and weapons in-mission. You could earn points with kills or whatever.

Upon reflection I had the following fantasy:  create a mega-mission or a campaign where you play as a Shivan "Gladiator" in an enclosed  space arena, fighting with other Shivans 'gladiators' or with captured Terrans or Vasudans or cryogenically preserved Ancients and other races.  There will be many ships at once and in the "arena" and the more you kill the more points you get to buy better ships/weapons.  You can of course choose to stand aside but that means you won't get points to upgraed your gear.  So you have to fight to survive.  Also, you will be fighting cruisers or a wing of enemy fighters one-on-one as mini boss fights the same way Roman gladiators fought with lions.  Add in team fights and unexpected events (like EMP storm) and you have a 24-th century coliseum.  It would really be just dogfighting, but with the points system you mention to buy stuff.  Call this "FreeSpace Tournament  2375". :)

Wow, that's about the craziest ideaa I've ever had..

This could be done.

 

Offline karajorma

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Re: Changing Ships in-mission
If you did it as a series of repeating missions my team loadout system would make it fairly easy too.

I have a sneaking suspicion you could also use Kara's new advanced team loadout stuff for some of this, but I haven't figured out how to work it yet.

What do you need explained? It's a little complicated to do the advanced stuff with it but the basic stuff like assigning numbers of ships to a variable should be simple.
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Offline General Battuta

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Re: Changing Ships in-mission
If you did it as a series of repeating missions my team loadout system would make it fairly easy too.

I have a sneaking suspicion you could also use Kara's new advanced team loadout stuff for some of this, but I haven't figured out how to work it yet.

What do you need explained? It's a little complicated to do the advanced stuff with it but the basic stuff like assigning numbers of ships to a variable should be simple.

I've just never sat down to figure it out, is all.