Author Topic: mobcdmoc3's FRED Questions  (Read 19457 times)

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Offline Aginor

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Re: mobcdmoc3's FRED Questions
The most important thing is that you don't interrupt the chain. The chained event has to be exactly below the one it is supposed to be chained to.

And because you mentioned it karajorma: Do chained events work when the first one is repeated? I couldn't make that happen, but I might need it in the future. Is there a tutorial on how to do that?

Also I think FRED (at least in my version) may have a bug that causes a strange behaviour: When you move chained events (instead of creating them on the right position in the list via "insert event") it may happen that they don't trigger. I couldn't reproduce it though so I might be wrong.
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Re: mobcdmoc3's FRED Questions
Well, I took another look at what I did, and I re-did them in a few times over trying to replicate the formula I was referencing, and after a while, I finally got it to work. Turns out I really just had to be really thorough with what I put in the sexps.

 

Offline karajorma

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Re: mobcdmoc3's FRED Questions
And because you mentioned it karajorma: Do chained events work when the first one is repeated? I couldn't make that happen, but I might need it in the future. Is there a tutorial on how to do that?

I recently fixed a bug in the way chained events work but it has turned out to be a hidden feature created by :v: which next to no one was aware of.

So since my fix was partially rolled back the only answer I can give you is that I honestly have no idea.
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Re: mobcdmoc3's FRED Questions
I'm this || close to being done with a six mission demo, but one - ONE more problem lies in my way. Everything else (I think) works, except this... :sigh:

So I have a wingman given an order via sexps. The problem is that the player still somehow retains the ability to give it orders, thus making it possible to break the mission.

In the ai-chase sexp, I have the priority set as 99, yet the wingman still bends to the player's will. The event that leads to the ai-chase triggers just fine, as I can see the order appearing in the wingman's target box. Further inspection reveals that FRED says to put a value between 0-89 in there.

However, when I applied an ai priority of 99 using a different sexp with the same priority value restrictions, the player could NOT order the wingman.

I've thought of a few ways to fix the problem, but the solutions don't really appeal to me.
- Sabotage player's communications subsystem
- Have player temporarily controlled by ai (Not sure if that also disables comms functions)
- Pray people don't try to order their wingmen in this period of time

Is there something I'm missing? Is what I'm doing supposed to be possible?

 

Offline karajorma

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Re: mobcdmoc3's FRED Questions
I bumped priorities up to 200 years ago. Looks like I didn't remember to update the documentation for the SEXPs, but they all should accept anything up to 200.

I'll update the docs next chance I get but for now just ignore what it says about the number having to be between 0-89.
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Offline Aginor

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Re: mobcdmoc3's FRED Questions
I may have a solution for that problem of yours, modcdmoc3:

Create an event that is triggered everytime both of the following conditions are met:
- the event that gives the order which should not be overridden is true
- The player orders this wingman to do something

If that happens you throw the player's command away and give the order again.
So if the player orders the ship to do something else the ship will throw that order away one frame later and give your order again.

You could also disable the player commands completely for that wing. But that would suck I guess.

And before I forget it:
@experts:
Why is it so important that all wingmen in a wing take the same orders from a player? It is because of the wing orders or something?
Also it seems that there isn't a possibility to remove the player orders from a ship during a mission via SEXP. That would be really cool since it would not only solve modcdmoc3's problem but it would also allow such things as
player is unimportant --> all higher ranking pilots die --> player takes command and has to order everyone around.
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Offline karajorma

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Re: mobcdmoc3's FRED Questions
I added a SEXP to do that about two months ago. :D

The solution you have is pretty excessive. What I wrote should work. Not to mention that repeatedly cancelling orders can actually result in very poor wingman performance.
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Offline Aginor

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Re: mobcdmoc3's FRED Questions
I added a SEXP to do that about two months ago. :D

The solution you have is pretty excessive. What I wrote should work. Not to mention that repeatedly cancelling orders can actually result in very poor wingman performance.

Right. One more reason for the player to leave his wingman alone :D
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Offline karajorma

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Re: mobcdmoc3's FRED Questions
Yeah but the problem is that the wingman will acknowledge the order, but then go on and do whatever the hell he's been told to do by his orders. Which can be bad in the case of ai-chase but abysmal in the case of ai-disarm (where the wingman might decided to loop back to the start of the bombing run he was already on).
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Re: mobcdmoc3's FRED Questions
Well, I thought I was done. The VP file and the campaign file are ready, I've ran through everything multiple times squishing bugs - BUT - when I try to play the campaign using the campaign file, I end up with no weapons.

Immediately what came to mind was that I forgot to enable the weapons in the campaign file editor.

But I didn't. I checked it, and all the weapons I wanted to be enabled were checked off. Then I thought that I might have missed something in the mission file itself - Nope. All weapons and ships with their respective values were there. I even followed the instructions on the wiki and something is still going wrong :blah:

 
Re: mobcdmoc3's FRED Questions
May the Force be with you

 
Re: mobcdmoc3's FRED Questions
Debug log attached.

[attachment deleted by a ninja]

 
Re: mobcdmoc3's FRED Questions
Well I can't see any problems in the log so you'll have to wait until someone more experienced than me comes along, sorry.
May the Force be with you

 

Offline mjn.mixael

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Re: mobcdmoc3's FRED Questions
You may need to create a new pilot. Try that and restart the campaign.
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Re: mobcdmoc3's FRED Questions
Huh. Creating a new profile seemed to have done the trick. Not sure why it worked, but thanks. :D

 

Offline karajorma

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Re: mobcdmoc3's FRED Questions
Try a new pilot.
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Re: mobcdmoc3's FRED Questions
By new profile, I meant pilot, sorry.

 

Offline karajorma

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Re: mobcdmoc3's FRED Questions
Nah, my bad. I didn't notice the second page. I was answering your last post on the previous one, before mjn.mixael answered you.
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Re: mobcdmoc3's FRED Questions
A strange problem appeared. Upon testing a mission after a few complaints were reported...

Spoiler:
I discovered that a Sathanas managed to survive the detonation of three meson bombs right behind it with a special explosion that was supposed to do 10000000 damage. It gets constantly stuck above 15% hull integrity, staying as high as 40% on some test runs.

The Sathanas is not guardianed, and it doesn't seem to matter what I do. I've already tried...

- Increasing inner blast radius
- Increasing damage output of the Meson Bombs
- Changing the armor of the Sathanas

In an attempt to work around this problem, I have tried...

- Sabotage-hull - When hull is between 30 and 40, kill 30 hitpoints, when hull is between 20 and 30, kill 20 hitpoints -> Seems to have no effect

Any ideas? I spent three hours trying to kill this bug, and I'm stumped. This bug just doesn't want to die already.  :mad:

  

Offline niffiwan

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Re: mobcdmoc3's FRED Questions
Have you tried setting the "HUGE" and/or SUPERCAP flags?
http://www.hard-light.net/wiki/index.php/Weapons.tbl#.22Huge.22

(not that I'm 100% sure about this given that I don't know if Meson bombs count as normal weapons...)
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