Author Topic: FRED Music prob  (Read 1890 times)

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Hello people,

This has probably been asked before but:

I am trying to make a mission in which you are on patrol along the armistice line, when out of the blue 3 baseships jump in and all hell breaks loose. The moment the basestars jump in and the announcer starts calling out the hostiles a custom music must kick in till you have put your gear on the landing deck and the battlestar jumps away.

I added the music to the music folder. But when I open FRED I get this:

ERANGE: String error. Please Report.
Trying to put into 32 byte buffer:
Modern_Warfare_2_OST_Helicopter_Ride_[Soundtrack_k.wav
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fred2_open_Diaspora_R1.exe! <no symbol>
fred2_open_Diaspora_R1.exe! <no symbol>

What did I do wrong?

Sorry if this was asked before.
I could not really find anything on the forum.

Thanks for your help.
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Offline Black Wolf

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Your filename's too long - that's the 32 byte buffer it's talking about. Trim it down and try it again.
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Thanks that solved the problem.
Now I get to a new problem...
I want the music to start when I reach a waypoint, just as the basestars jump in.

I tried this:

Patrol Closes to WP1
     op when
         op true
         op add goal
               VooDoo   (my flight)
                op ai-waypoints-once
                      Patrol Waypoint-1
                      89

Basestars Jump In
    op when
       op or
              op is-event-true-delay
                    Patrol closes to WP1
                    0
               op true
       op do nothing

Music Kicks In
    op when
         op is-event-true-delay
                     Patrol closes to WP1
                     0
          op play-sound-from-file
                MW2HR.wav
                20


The music plays nice and the basestars jump in. the only problem is that they do it from the start.
What I want is that they jump in only after I have reached my waypoint.
What did I do wrong here?
A voice from the dark called out and said: Smile and be happy, things could be worse. So I smiled and was happy, and things did get worse...

 

Offline karajorma

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You're using add-goal. That tells VooDoo to fly to the waypoint, it doesn't say when they arrive.

Instead of adding a goal you want to test how far the wing are from the waypoint.

Patrol Closes to WP1
- when
-- <
--- Distance
---- VooDoo
---- Patrol Waypoint-1
--- 50

That will trigger when any ships in VooDoo wing get within 50m of the waypoint. You may still want to give the other ships in VooDoo wing that order so that they will fly to that point if the player doesn't.
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Thanks Karajorma, that solved my problem. Now I can continue to play around with my mission.

While I was testing some of the changes I made I could not help but wonder why the Basestars do not fire on me or my squadmates.
I was practically sitting next to their launchtubes but even then they just ignored me. They do target my battlestar though.

Is this intentional?
A voice from the dark called out and said: Smile and be happy, things could be worse. So I smiled and was happy, and things did get worse...

 

Offline MatthTheGeek

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Huh. Do you really expect basestar to lock anti-capital ship missiles on vipers ?
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No I just thought that the basestar would have some anti Fighter defence aside from raiders. Otherwise all it would take to take out a basestar is one viper with nukes to get through and launch it...

Just a thought...
A voice from the dark called out and said: Smile and be happy, things could be worse. So I smiled and was happy, and things did get worse...

 

Offline festivefire

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you could probably give the basestar some anti-fighter missiles, and give it orders to shoot at voodoo squad in the initial orders section. at least i think you can.
Digital Fire

 

Offline karajorma

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A basestar's anti fighter defence is to throw raiders at the problem. :p
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Offline festivefire

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the thing you have to remember about baseships (about to have  a nerdgasm) is that the original design for a baseship  was as a heavy weapons platform, or a planetary bombardment ship. it was meant to throw lots of really powerful weapons at stuff, and take the beating you gave it, and it's primary duties were long range ship to ship attacks (the torpedoes can go further accurately than the artillery, since artillery can be dodged at long range, and has no guidance) and anti-station or anti-ground base attacks, and would always have a human controlled support ship that either carried lots of flak turrets, or fighters, or both. a battlestar is more of a cross between a battleship and an aircraft carrier, performing escort and capital ship duties, its main duty was as an anti-warship weapon, considering it was first designed right after the insurrection download that started the cylon revolt. being one of the most versatile capital vessels in existence.
Digital Fire

 
Thanks for the responses people, it really helped me to create my mission.

If possible, could one of you play it once or twice and give me some feedback about the mission?
What are the good or bad things? Where are the bugs (if any)?

If someone could do this for me it would really help.

This is my first serious shot at it so, please don't be to hard on the new guy  :D.

(If you do play it, don't forget to activate the navpoint. I have not figured out yet how to display the goals.)
https://dl.dropbox.com/u/63613371/MW2HR.wav for the ingame music

[attachment deleted by a basterd]
A voice from the dark called out and said: Smile and be happy, things could be worse. So I smiled and was happy, and things did get worse...

 

Offline festivefire

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This is a fairly good mission. it is challenging but not to much. the only thing i would change is (if you can), have the battlestar launch a wing or two of alert fighters to help the cap, and increase the amount of raiders accordingly, for (if you can call it that when talking about bsg) realism.
Digital Fire

 
This is a fairly good mission. it is challenging but not to much. the only thing i would change is (if you can), have the battlestar launch a wing or two of alert fighters to help the cap, and increase the amount of raiders accordingly, for (if you can call it that when talking about bsg) realism.

Thanks for the feedback festivefire.
I was thinking about launching alertvipers but the escape of the Devastator is tied with getting at least 5% damage before he will jump. If I add to many vipers you would get the raiders before they could do any significant damage.... The flak barrier can fend off any missiles fired from the basestars so I didn't want to make it to easy... But I'll try to improve... :D
I hope you enjoyed it :)
A voice from the dark called out and said: Smile and be happy, things could be worse. So I smiled and was happy, and things did get worse...

 

Offline festivefire

  • 25
  • I love the smell of napalm in the morning!
    • Minecraft
you could also do timed reinforcements of raiders and basestars, so if the pilot is really good, or there are too many viper wings out, eventually there would be to much ships for them to handle anyways and retreat becomes the only option. no battlestar could hold out indefinatley against more than three basestars.
Digital Fire