Author Topic: mobcdmoc3's FRED Questions  (Read 19464 times)

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Offline niffiwan

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Re: mobcdmoc3's FRED Questions
I think there's a fix for the EMP+play dead issue in 3.6.14RC8 & trunk - what version are you using?
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Re: mobcdmoc3's FRED Questions
Disable the EMP, see if you still have the problem. I'm pretty sure it's the EMP.

I'll check that out tonight, see if that works.

I think there's a fix for the EMP+play dead issue in 3.6.14RC8 & trunk - what version are you using?

Currently using 3.6.14RC2. I'll also check if this works.

 
Re: mobcdmoc3's FRED Questions
Self-necro + double post :nervous:

So I have a cruiser that arrives with a transport docked to it. The problem is, when it arrives, the transport 'floats' behind the cruiser (slowly catching up), and then eventually reads as undocked well before it's supposed to. I suppose that the problem lies within the fact that they arrive while attached to each other. Is there a workaround that I can utilize?

 

Offline Droid803

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Re: mobcdmoc3's FRED Questions
One of their arrival cues should be false. Should work, like how any cargo comes in docked to a freighter...
(´・ω・`)
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Re: mobcdmoc3's FRED Questions
The transport's arrival cue is false, as set by FRED whenever I have something docked. :blah: I verified, and the problem still persists.

 
Re: mobcdmoc3's FRED Questions
I did eventually figure out what was wrong with that problem from before. :p

This time, I'm trying to use this thing - http://www.hard-light.net/wiki/index.php/Gas_Refinery

Everything works until I try to get a pair of Zephyrus miners to dock with it. The one that goes for the top dock will dock no problem, but the one on the bottom dock point will collide continuously with an invisible barrier right next to the refinery. In an attempt to remedy the problem, tried using "don't-collide-invisibe" SEXP when the miners got close and trying to set the refineries as immobile. Neither of those worked.

I also saw a "add/remove from collision group" SEXP, but I couldn't find any documentation on the wiki - I have no idea how to use it, or if it will help in this case.

The miner attempting to dock will eventually succeed, after pushing the refinery's invisible barrier for several minutes. So it's not broken, but it's... Not working how I was hoping it would. Are there any solutions that don't involve messing with the model? I tried poking around in Blue Planet's dreamscape to see the ships were made without collisions, but I couldn't find anything after looking in the events.

 

Offline General Battuta

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Re: mobcdmoc3's FRED Questions
The no-collision in the BP dreamscape is achieved by constantly setting the ship to its own coordinates with set-object-position. This breaks collision detection on the ship.

What you should do is use the collision group SEXP to add both the docker and dockee to the same group (try 1).

  

Offline Droid803

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Re: mobcdmoc3's FRED Questions
The no-collision in the BP dreamscape is achieved by constantly setting the ship to its own coordinates with set-object-position. This breaks collision detection on the ship.
Doesn't that break collision detection on everything? AFAIK it did.
(´・ω・`)
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Offline Legate Damar

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Re: mobcdmoc3's FRED Questions
You mean every object in the mission at once?

 
Re: mobcdmoc3's FRED Questions
Bottom of the line in this situation though - What Battuta said worked. :D Much thanks.

 
Re: mobcdmoc3's FRED Questions
I return again, with yet another question. :nervous:

This time, I'm trying to get the player to enter the fighterbay of a destroyer only after a certain event is satisfied. At first, I thought the setup might fall under something like this.

Event Name
-when
--and
---is-event-true-delay
----Some Event
----0
---<=
----distance-ship-subsystem
-----Alpha 1
-----Some ship
-----fighterbay
----100
--Do something

I'm afraid that if the player gets within range of the fighterbay before this event is supposed to trigger, then exits the zone before the 'Some event' returns true, the second 'Some event' returns true, the entire expression will return true, which is not the intention.

So I thought about using and-in-sequence, but thought that this might break as well.  If and-in-sequence returns false if even one of the events returns true out of order, then if the player gets in range of the fighterbay before the specified event returns true, then this event won't ever return true, thereby breaking it again.

I'm not sure if if I'm misinterpreting what these SEXPs do, or whether or not I should be looking for something else altogether.

 

Offline mjn.mixael

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Re: mobcdmoc3's FRED Questions
You could do a chained event. An event to check if the trigger event comes true. Then chain the distance check under a new event.

Or use every-time.
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Offline General Battuta

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Re: mobcdmoc3's FRED Questions
I don't think you need to worry, though. Unless I'm gravely mistaken, 'distance-ship-subsystem' doesn't have any 'memory' the way is-event-true-delay does. You have to be near that subsystem RIGHT NOW for it to return true. It won't become true and stay true.

 

Offline karajorma

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Re: mobcdmoc3's FRED Questions
It does have a memory, just not as strong as is-event-true. In this case it should work.
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Re: mobcdmoc3's FRED Questions
Aaaand... It works :D Thanks for dispelling this uncertainty.

 
Re: mobcdmoc3's FRED Questions
Wasn't expecting to be back so soon with another problem...

It seems that FRED doesn't like it when I try to remove all of the suns to create a pitch-black environment. It instead, plants one by itself at some arbitrary location after I save the mission.

This is what I want to have - http://www.mediafire.com/view/?1d5vthwwffuw3q8

This is what I get after I save, and what appears in-mission - http://www.mediafire.com/view/?un9947nff9oo9kn

Are there any workarounds? I checked the wiki for the background documentation, and found nothing on this matter. A forum-search also turned up nothing (except for some ancient threads from 2001 with all the pictures dead).

Edit - Posted two identical links on accident.
« Last Edit: March 26, 2013, 12:53:33 am by mobcdmoc3 »

 

Offline MatthTheGeek

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Re: mobcdmoc3's FRED Questions
Create a sun with a black bitmap and a lighting of 0 0 0  ?
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Re: mobcdmoc3's FRED Questions
Alright, I made a .tbm with the following code, and FRED didn't complain about it.

Code: [Select]
#end

$Sun: BlackBMP (128 x 128 black bitmap)
$Sunglow: Sunglow01 (I removed this at first, and then put it in)
$SunRGBI: 0.0 0.0 0.0 0.0 (Changed these to 0.01 to see if it would make a difference)
$NoGlare:
#end

But, to no avail. Perhaps I've done something wrong?

 

Offline General Battuta

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Re: mobcdmoc3's FRED Questions
Can't you just SEXP remove the sun at mission start?

 
Re: mobcdmoc3's FRED Questions
Can't you just SEXP remove the sun at mission start?

I didn't think of that. Worked like a charm. :p

Now, I've ended up with a crash. I think I've isolated the problem to this SEXP.

Code: [Select]
when
-and
--or
---<=
----get-secondary-ammo
-----Squad 1 - 1
-----0
----5
---<=
----get-secondary-ammo
-----Squad 1 - 2
-----0
----5
---<=
----get-secondary-ammo
-----Squad 1 - 3
-----0
----5
--has-arrived-delay
---10
---Squad 1 -

The idea is for this SEXP to trigger after these ships have fired. I added the 'has-arrived-delay' because it seems to trigger at the beginning of the mission without it.

I can provide further details if needed. A debug log is attached as well.

[attachment deleted by ninja]
« Last Edit: March 26, 2013, 05:31:15 pm by mobcdmoc3 »