Author Topic: The reprobator's fred noobsih question emporium  (Read 10843 times)

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Offline Rodo

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Re: The reprobator's fred noobsih question emporium
I suppose you are using the set-camera-target or set-camera-facing-object, not sure about this but I0m thinking the first one will not work if the ship is not already in game when the sexp is activated, just place the camera a couple of meters in front of the carrier jumpoint and make it face x/y/z coordinates, then make another sexp that triggers when the carrier arrives and use the set-camera-target or whatever fits you better.
el hombre vicio...

 
Re: The reprobator's fred noobsih question emporium
i didn"t explain well, sorry my english is not very good.
my problem is about that :
When you set in the wing editor the fighterbay of a carrier (let say an orion) as arrival location you end with :

If the orion is present from the time 0 of the mission (present from the begining) the fighter will arriver by the orion's fighter bay without problem.
Now if the orion arrive after 2/3 seconds after the mission begin, the fighter won't appear anymore.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline General Battuta

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Re: The reprobator's fred noobsih question emporium
You need to set the wing's arrival cue to something that will trigger after the Orion arrives, naturally.

 
Re: The reprobator's fred noobsih question emporium
That work like a charm.
The only complain is that when the carrier warpout it s fast like 200 m/s and need about 10 sec to slowdown if my fighter get out during those 10 sec they'll simply pass through the hull of the carrier, however nevermind.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

  

Offline Rodo

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Re: The reprobator's fred noobsih question emporium
That work like a charm.
The only complain is that when the carrier warpout it s fast like 200 m/s and need about 10 sec to slowdown if my fighter get out during those 10 sec they'll simply pass through the hull of the carrier, however nevermind.


never tried this before but have you changed the arrival velocity value for the wing? it might help something, though I'm not so sure.
el hombre vicio...

 
Re: The reprobator's fred noobsih question emporium
Well i don't know yet where to find that option, but that sound very interesting.  ;7
i ll look for it tomorrow as its quite late here.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline karajorma

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Re: The reprobator's fred noobsih question emporium
Ship Editor -> Initial Status.
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Re: The reprobator's fred noobsih question emporium
Thank you i just find it, well it do not overide the ship's table max speed so i got two solution :
-1 I wait 3/4 minutes after the carrier jump to give him time to slowdown (well that's not good for the dramatic effect)
-2 I set lower  Forward decel value for my carrier

$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 
Re: The reprobator's fred noobsih question emporium
Well, finally i changed the decel time for the carrier, now it works greatly.
Now here something else, i don't know if anything can be done for that :
I'd like to prevent the player to move his ship in the first seconds of the mission,
It works well... after the first second, it seems that when i have my thruster not at 0 on my stick, the ship will move untill fred trat the sexp.
My actual solution is to swap player's ship with a copy  with a set  max speed of 0 and that works, but i would like to find a cleaner solution as fighter room's in the tables are not unlimited.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline ReeNoiP

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Re: The reprobator's fred noobsih question emporium
Well, finally i changed the decel time for the carrier, now it works greatly.
Now here something else, i don't know if anything can be done for that :
I'd like to prevent the player to move his ship in the first seconds of the mission,
It works well... after the first second, it seems that when i have my thruster not at 0 on my stick, the ship will move untill fred trat the sexp.
My actual solution is to swap player's ship with a copy  with a set  max speed of 0 and that works, but i would like to find a cleaner solution as fighter room's in the tables are not unlimited.

You could just use "player-use-ai" and "play dead". Then set up another event with "player-not-use-ai" with the delay you want.
Uncharted Territory is released. But I still need voice actors

 
Re: The reprobator's fred noobsih question emporium
That was done, but it looks like 0 seconds happens after 1 seconds for freespace2.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline karajorma

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Re: The reprobator's fred noobsih question emporium
There is a tickbox in the Mission Notes editor to start the player under AI control.
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Re: The reprobator's fred noobsih question emporium
Oh that's great then,  i'll look for it tonight!
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 
Re: The reprobator's fred noobsih question emporium
After trying yesterday the player start under AI control things yesterday, i got worst, the AI take the control form the beginning that's OK but even with an AI order triggered by when has time elapsed 0, the AI will do what it want for the first second and then apply the sexp.
So from that, i decided to sacrifice one ship entry by creating a copy of the player"s ship with a max speed of 0 but when i swap the player's model with the change ship class, the cockpit simply disappear, they have both the same cockpit, and it doesn't disappear when the ship is under player's control  :nervous:
So i may have been beyond what those sexp are designed for?  ;)
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline FUBAR-BDHR

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Re: The reprobator's fred noobsih question emporium
OK do you have the following done:

Player start under AI control checked
Initial player speed 0
Initial player order play dead

If you do and the ship is still moving try an event with a repeat of 9999999 and delay of 0 with set object facing object (add a waypoint where the ship should face) and set object speed 0
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 
Re: The reprobator's fred noobsih question emporium
Ok i will try that, if i can save table entry (as i'll have to repeat it for each playable ships) that's perfect.
I'll try this after my job's time.  ;)
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline karajorma

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Re: The reprobator's fred noobsih question emporium
After trying yesterday the player start under AI control things yesterday, i got worst, the AI take the control form the beginning that's OK but even with an AI order triggered by when has time elapsed 0, the AI will do what it want for the first second and then apply the sexp.

I think I'm going to have a look at that tickbox then. If it can't avoid that happening I don't see much point in it.
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Re: The reprobator's fred noobsih question emporium
Well the point is the very very firt seconds as when the sexp are executed, it s respected (following waypoint at a speed of 1)
the sexp is trigered by ime elapsed 0 but i guess for fs2 open : 0 seconds  =init 1 seconds=0 .
I will try to break the ship's legs so it will not run far away the first seconds.

Edit :
I m getting closer to it, so i broke his leg (set engines integrity to 0 in the ship editor)
Now i got to set it back @ 100% later, the new issue with that is that set subsystem strengh sexp invoke a support ship and is not something transparent.
i m looking for something else to fix transparetly the engines in fred
« Last Edit: October 02, 2009, 06:16:13 am by Reprobator »
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 
Re: The reprobator's fred noobsih question emporium
Too bad i can't sabotage a subsystem with negative value  :p
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline karajorma

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Re: The reprobator's fred noobsih question emporium
Yeah I know, what I said is that if the tickbox can't prevent that from happening it's basically worthless.
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