Author Topic: FRED 2 Improvements  (Read 8797 times)

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Offline EdrickV

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Quote
Originally posted by Grey Wolf 2009
However, if you die a certain way, you'll get "[callsign] died in a collision with [designation]."


I knew that. But unless you find some way to collide with yourself it won't say your ship's name. And that's what he was asking about. :)
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Offline Grey Wolf

Quote
Originally posted by EdrickV


I knew that. But unless you find some way to collide with yourself it won't say your ship's name. And that's what he was asking about. :)
I think it may be when you leave the damn 60 KM cube...
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Offline EdrickV

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Quote
Originally posted by Grey Wolf 2009
I think it may be when you leave the damn 60 KM cube...


Not sure where to find that message, (it looks like it's a built-in static message) but all the messages I've seen used the callsign.
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Offline Taristin

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Quote
Originally posted by Grey Wolf 2009
I think it may be when you leave the damn 60 KM cube...


Somehow, I don't remember how, I collided with myself... It wasn't as much fun as being killed by my own laser, but whatcha gonna do?
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Offline phreak

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- Fred2 is the omega of all giant unwieldy pieces of code. Its big, its horrifying,
  and it just doesn't care. View it at your own risk.
Offically approved by Ebola Virus Man :wtf:
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Offline diamondgeezer

Quote
Originally posted by aldo_14
I've flown as Delta 2 in one of DiamondGeezers' missions. :)

:nod:

Quote
Originally posted by CP5670
I think you can fly as other wings as well, but then it doesn't let you select your ship and loadout. :p

Meh... whadda ya gonna do?

Quote
Originally posted by Rampage
So when you get shot down, it will say "Beta 2 collided with his own missile, etc.", not Alpha 1, etc.  Right?

I had a better one: "Diamond Geezer was killed by Alpha Two exploding"

 

Offline EdrickV

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I like "Alpha 1 was killed by friendly fire from ARMD 10." myself. Killed by my home ship.
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Offline Wildfire

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Hey I got an idea.  Is it possible to make the player have another designation other than Alpha 1.

I just think it would make things a little different since the GTVA are bound to have more than one Alpha 1 you know plus I don't think it would be too hard since the multiplayer mode already allows players to be in whatever wing they want.
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Offline EdrickV

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That's what this thread is about. It's possible without source code modifications.
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Offline Wildfire

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Yeah, but it's one pain in the ass to keep doing it.  I was just wondering if someone found an easier way?
Burn Baby Burn!

 

Offline Fury

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FRED2 event request:

An event that overrides current speed on selected capital ship(s).
Very similar to cap-waypoint-speed event.

But instead this new event could be used for ramming speed and capital ship afterburners or similar engine boosts.

For example, many FS2 ships has max. speed of 30. With this event it could be forced to 50, 60, 100 or whatever you like. Second value is acceleration speed, how fast you want the ship to accelerate to forced speed. This event ignores max. speed and acceleration values set in ships.tbl. Of course you would need second event to disable forced speed too.

There are moments where I really could use something like this, when I need to move certain capital ship over fair distance, with "engine boost" cap ship could make it much faster.

This would be especially handy for TBP where cap ships are not just sitting and waiting for hostiles coming for them but are maneuvering and using engines.

And yes I have noticed that many of my requests are most useful for TBP, I can't help it much because I am TBP mission designer. ;)
« Last Edit: November 08, 2002, 07:55:30 am by 173 »

 

Offline Darkblade

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Quote
Originally posted by Mr. Fury
FRED2 event request:

An event that overrides current speed on selected capital ship(s).
Very similar to cap-waypoint-speed event.

But instead this new event could be used for ramming speed and capital ship afterburners or similar engine boosts.

For example, many FS2 ships has max. speed of 30. With this event it could be forced to 50, 60, 100 or whatever you like. Second value is acceleration speed, how fast you want the ship to accelerate to forced speed. This event ignores max. speed and acceleration values set in ships.tbl. Of course you would need second event to disable forced speed too.

There are moments where I really could use something like this, when I need to move certain capital ship over fair distance, with "engine boost" cap ship could make it much faster.

This would be especially handy for TBP where cap ships are not just waiting for hostiles coming for them but are maneuvering and using engines.


I'm drooling already... :thepimp:

There would be many occasions where this could be useful.

Please Source Code programmers, you are our only hope. :)
Mauri Darkblade Majanoja

 

Offline Solatar

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Take out the 60km cube limit, and make it endless, or at least extremely big.

Then have the whole fleet, including the player, face one direction. Make them lose control, and the ai flys them, and the rest of the fleet at 10,000m/s. Warpspeed. Could really make an interesting plot if the player could warp to different battles happening at different places in the same mission.

 

Offline Sesquipedalian

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Quote
Originally posted by Wildfire
Yeah, but it's one pain in the ass to keep doing it.  I was just wondering if someone found an easier way?
:wtf: You can't be bothered to go through a 30 second process, so you want some poor, busy coder to spend a whole lot of time and effort to reinvent the wheel for you?
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Offline Knight Templar

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Quote
Still, that's a fairly complicated workaround for something that really should be easy. Anyway, it still wouldn't allow Delta 2. I was thinking that new missions could maybe even take place at about the same time and place as the main campaign, just after or before Alpha 1 comes in.


This is exactly what I could use. Yeah, if this could become not such a pain to do, that would be awesome.

That or somehow make there able to be two of same wing smaybe (different squadrons)


maybe thats a bad idea
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Someone said what the battlefield limit is... 60KM cube!!! Thank y ou!!!

   Now how can this be changed or eliminated??? It's not fair to be chasing down the enemy and have command kill you for "not returning to the battle" when that is exactly what you are doing!
Don't think of it as being outnumbered. Think of it as having a wide target selection !

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Offline Knight Templar

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you've ran down an enemy for over 30km?
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Too Long, Didn't Read

 
If you saw my earlier post 2 months ago..
I asked the same question and the only reply I got was (what are you doing that far away..) :mad:

   Yeah something weird happens when the atlantis station blows up. It seems to float away taking the 3 borg cubes with it (cause they still attack it in it's death throes thinking it's a valid target. they float like 40KM away by the time I finish off the hostiles in the original start point. By this time the fleet has split in half. The SDF-1, Galactica, Minbari, and Warlock head towards the Borg entry point to secure the jump node from more intrusions and opposite is the dying Atlantis station, TDX Apocolypse (unarmed cause it wasn't turrented? Turned into 1 million colonist ship), and borg attckers, 5 0other FS2 terran ships and the 3 surviving fighter wings head the other way... I have a choice stay put or head away to either battle and die. Of course I can move the entry node close BUT I cannot do anything to change the second battle. I will be out of it cause it floats away fom the 60km limit in minutes!!!! I even reduce the borg speed by 1/3rd but more changes would suck cause they really are supposed to be able to outrun everyone... See what I mean?? ANY SOLUTIONS???
Don't think of it as being outnumbered. Think of it as having a wide target selection !

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Offline Solatar

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60km limit needs to be taken out.

I tried having warp drives in a mission once. There were two batles going on so far away you couldn't see anything from the other one except a destroyer. The two friendly destroyers were escort ships. So you could target them and know which way to "warp". It was a special ship, and when you pressed the afternurners, you went extremely fast, and hopefully to the other battle.

 

Offline Wildfire

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Quote
Originally posted by Sesquipedalian
:wtf: You can't be bothered to go through a 30 second process, so you want some poor, busy coder to spend a whole lot of time and effort to reinvent the wheel for you?


It just gets frustrating when you keep hering the same error message noise time and time again.  Besides I never said anything about a coder solving the problem.  I wanted to know if there was a way to do it without that bloody error message appearing every time I save the changes to the mission.
Burn Baby Burn!