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Author | Topic: The TRICK of the WEEK |
KillMaster Member Posts: 751 |
![]() ![]() ![]() ![]() ![]() As the title said so, here's a topic that could be interesting for most of the vets, and beginners, also. -While designing a mission, you all had once a problem that you finally solved using a TRICK, or an nice idea you realised using a TRICK. Quote here a short resume and the famous TRICK you used, so other Fred users can profit of your experience. What do you think? -Here's mine. In a mission, a Dragon had to play the role of a recon unit to make a report on present GTVA forces, so the Shivans could deploy their forces in consequence. -The problem was to make this fighter fly from ship to ship and give the impression that it was counting your fleet. But no way you can set a waypoint path to do this, 'cause you didn't know where those ships were supposed to be after a while. And still, you want this fighter to evade player while doing its mission. -Solution: First, remove any weapon from the fighter. I used the add-goal operator with AIchase, then "when < distance Dragon-ship 500 clear-goals. The dragon begin by ATTACKING the ship, and when close to 500 meters from the ship, it will then ignore it and lead for the following. Etc... Until it reached the order to jump out. Well, for details (like speed, evading alpha, repeating operation for each ship...) I trust you know how to handle it. -There's many applications for this. I think someone already found it, or that you will laugh at me, but, well... I had to begin somewhere ------------------ [This message has been edited by KillMaster (edited 05-09-2000).] IP: Logged |
FireSplat Member Posts: 1175 |
![]() ![]() ![]() ![]() ![]() Hey, good trick. I hadn't thought of doing that. Could be good for your wingmen too, if you have to go on a scouting mission your wingmen would actually help you identify enemy ships instead of leaving it all to you. ------------------ IP: Logged |
KillMaster Member Posts: 751 |
![]() ![]() ![]() ![]() ![]() Thanks! I hope to see one of yours! ------------------ IP: Logged |
Darkstar Member Posts: 474 |
![]() ![]() ![]() ![]() Well here one of mine (not sure if it classifies as one but still). If you want to have a ship deploying mines use the faustus it has a docking bay and it could pass for a minelayer. set a series of waypoints and let some cargo containers undock just alter the special explosion and you're all set. you could also change the pof file to the one the asteroids use so u could lay a minefield masked in a asteroid belt. ------------------ In wildness is the preservation of the world IP: Logged |
ZylonBane I Sold My Soul to Volition Posts: 6169 |
![]() ![]() ![]() ![]() ![]() Here's a fun one I figured out recently. Actually it's not even that tricky, but what the hey... If you ever want to make a wing of ships which FRED2 doesn't normally allow to be formed into wings (support ships, for example), just create the wing out of any other ship type, then change them back using the ship editor. PS-- Oh yeah, FRED2 will give you a warning when you load/save a mission where you've done this, but FS2 doesn't have any problem with it. ------------------ [This message has been edited by ZylonBane (edited 05-09-2000).] IP: Logged |
FireSplat Member Posts: 1175 |
![]() ![]() ![]() ![]() ![]() Hey, cool Zylon, I was wondering how people were doing that. This isn't a really hard trick, but maybe people don't know it. If you want a ship to self-destruct but don't want its hitpoints to rapidly drop down like it normally does, and instead want it to blow up right away, just use the sabatoge-subsystem SEXP and have it damage the hull 101%. Then it blows up right away. ------------------ IP: Logged |
DC
Zarathud Member Posts: 456 |
![]() ![]() ![]() ![]() ![]() Another way to do what ZylonBane did to create "wings" out of non-valid ships, you can name each ship with a number at the end, such as Ship 1, Ship 2, Ship 3, etc. Anyone have any good tricks for checking when a stealth ship is too close to a hostile ship and can be seen? My problem is that the AI is pretty good at ignoring the effects of the stealth mode.
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DC
Zarathud Member Posts: 456 |
![]() ![]() ![]() ![]() ![]() I'm not sure you can call it a trick, but it's something that should be posted here. If your capital ships are too strong or too weak, try changing the angle and facing of the ship. Some ships have a powerful frontal firing arc (Deimos), but others are better off firing from a side angle. ------------------ IP: Logged |
DC
Zarathud Member Posts: 456 |
![]() ![]() ![]() ![]() ![]() Another stupid FRED2 trick to use is straight forward, but important. Ever have a problem when an escort ship is too weak and you can't keep it from dying when lowering the AI, changing initial orders, and changing weapons? Use the repair sexp (set-subsytem-strength) in an event with a repeater and a delay. During a mission, few people will notice that the ship may be gaining 1 hull every 10 seconds...especially if the ship is in combat and getting hammered. Over time, you can make a big difference in the ship's survivability. ------------------ IP: Logged |
FireSplat Member Posts: 1175 |
![]() ![]() ![]() ![]() ![]() Ooo! I just thought of a good trick. If you have a repair ship that should be repairing a bigger ship, have it fly around the ship it's repairing with waypoints. (No, that's not the trick ). The problem with that is it doesn't look like it's repairing it. If the repairee ship doesn't come under attack for awhile, make it invulnerable and arm the repair ships with SAAAs. Then use SEXPs to have the repair ships fire-beam on the ship they're repairing. Then it really looks like they're repairing it! Make sure you have them break off once you have to protect it so it can be vulnerable again. ------------------ IP: Logged |
Bobboau FanBoy Posts: 2024 |
![]() ![]() ![]() ![]() ![]() Or you could make a special repair beam. Just set the damage to a negative number. ------------------ IP: Logged |
FireSplat Member Posts: 1175 |
![]() ![]() ![]() ![]() ![]() I'm not sure setting the damage to negative would actually repair it. Maybe it would, though. It'd probably be easier just to use the SAAA instead of hacking the weapons.tbl file. Oh yeah, I now have 502 posts! ------------------ IP: Logged |
ZylonBane I Sold My Soul to Volition Posts: 6169 |
![]() ![]() ![]() ![]() ![]() Yeah, I used a "repair beam" in my I'll-finish-it-someday mission "Grand Cannon". Actually it's portrayed as being a welding beam, not some kind of magic zap-you're-repaired beam. ------------------ IP: Logged |
DC
Zarathud Member Posts: 456 |
![]() ![]() ![]() ![]() ![]() What about using the targeting laser? I think that does nil damage. I was going to use a MOD version of that weapon if the subspace strike "targeting" effect applies to the AI. ------------------ IP: Logged |
FireSplat Member Posts: 1175 |
![]() ![]() ![]() ![]() ![]() That would work, except you'd have to hack the tables because the targetting laser is a turret weapon, meaning for it to fire on something it has to be of the opposite IFF. So you can't use fire-beam. ------------------ IP: Logged |
ZylonBane I Sold My Soul to Volition Posts: 6169 |
![]() ![]() ![]() ![]() ![]() Whatever FireSplat said, I think it's wrong. Sorry FS. The problems with the targetting laser are threefold: 1) It only fires as long as the fire button is held down. This means that if you use fire-beam to fire it, you only see a very brief flash. 2) Like the Mjolnir beam, it only fires straight ahead. 3) If you put it on a non-fighter ship, the beam is emitted from the ship's approximate center instead of the appropriate turret. ------------------ IP: Logged |
KillMaster Member Posts: 751 |
![]() ![]() ![]() ![]() ![]() Hey, you guys are professionals! GIMME MORE!! All of what you said so far is trully nice and useful! BRAVO! ------------------ IP: Logged |
FireSplat Member Posts: 1175 |
![]() ![]() ![]() ![]() ![]() quote: I've never actually tried the targeting laser, so I woudn't be surprised if it didn't work. I guess the laser is a beam cannon, isn't it? It's like type 4 or something. You could get around the short firing time by setting the event to fire 99999 times at an interval time of 1. It would look weird, but would be better. It would probably just be easier to use an SAAA, though. ------------------ IP: Logged |
BrantK/TheBest Member Posts: 253 |
![]() ![]() ![]() ![]() ![]() Here, I just thought of a trick. Remember the 'subspace artillery' that was supposed to be a feature in FS2? Well, I thought of something that might work. (I haven't tried it yet, correct me if I'm wrong) If you TAG a ship, have an asteroid or crate or something warp in at superfast speed, heading for the target, with the special explosion and kamikaze set. Alternately, you could have a 'torpedo ship'. Some kind of capship could launch 'torpedoes' (oddly disguised like fighters) from it's dock, maybe the training drones or the stealth, at the tagged target, and have it go kamikaze towards the ship you tagged. ------------------ IP: Logged |
Darkstar Member Posts: 474 |
![]() ![]() ![]() ![]() Yet another one from me
When selecting a sender choose command and edit it to this: #Alpha 1 (or anything you want just as long as you use # to start with). This isn't really a trick since it is mentioned by the sexp explanation
but I only noticed it a few hours ago and I doubt that I’m the only one
who never noticed it. ------------------ In wildness is the preservation of the world IP: Logged |
Gaylen
Della Junior Member Posts: 8 |
![]() ![]() ![]() ![]() ![]() ok, here's a 'trick' that I accidentally discovered that had... amusing side effects Say you have a mission where a cap ship gets disabled and you dock another ship to repair it. Well, I forgot to undock the repair ship before sending it home. The repair ship carried the cap ship right through subspace! I guess you could do some interesting "disable the enemy ship and carry it away" missions with this IP: Logged |
ZylonBane I Sold My Soul to Volition Posts: 6169 |
![]() ![]() ![]() ![]() ![]() Here's a REALLY fun one. If a ship has Kamikaze status set, it will explode the moment anything touches it. Try this little experiment. Create a large cap (Hatchet, Orion, whatever...) and check its Kamkikaze box. Then create a Sathanas, also set to Kamikaze, and set it up so after a few seconds it will warp in and collide with the other ship. Then load it up and watch the fireworks! (word of advice-- you might want to watch from very, very far away) ------------------ IP: Logged |
KillMaster Member Posts: 751 |
![]() ![]() ![]() ![]() ![]() -Here's one. It's not really a trick but more of a "make-life-easier" thing. -I don't know for you but I always had troubles balancing a beam fight between capships, espacially when they don't have the same power. How can you be sure to have them fight quite equally? -Hint: have the two ships fight toghether, with nothing around, and quote how many beams it take for the strongest to take out the weakest. Then go back in Fred2 -Protect the weakest ship from its opponent beams, play the mission again, and now quote how many time it takes to the weakest to take out the strongest. -Come back in fred2 and divide this time you quoted by the number of beams ect... For exemple let's pretend Ship A used 7 beams to crush its opponent and Ship B took out Ship A in 2 minutes and 20 seconds (140 seconds). you will obtain 20. -Now create an event for the strongest ship, using "fire-beam" on the weakest, and give it a repeat count of 7 (the necessary number of beam shot) and ab interval time of 20. There you go! Of course it's approximative, but this can be useful if you run in such troubles. ------------------ IP: Logged |
ZylonBane I Sold My Soul to Volition Posts: 6169 |
![]() ![]() ![]() ![]() ![]() I'm pretty sure you mean "note", not "quote". A quote is when you repeat something back to somebody else. ------------------ IP: Logged |
KillMaster Member Posts: 751 |
![]() ![]() ![]() ![]() ![]() Yeah, well... Sorry, I'll be careful, next time, i promise. ------------------ IP: Logged |
Tinman Member Posts: 145 |
![]() ![]() ![]() ![]() ![]() Back on that ship-towing-ship deal: Yeah, it works. I have a mission where a science vessel fires up a prototype weapon (eventually to be a non-tag ULTRA AAA) and suffers a major malfunction which disables it. Since it's a bit of a panic situation, I have a Triton freighter come in, dock with it, and drag it away. It works fine. 'Course, a Triton's bigger than a science vessel, but the idea is the same. Still looks pretty cool. ------------------ IP: Logged |
70thbluelion Junior Member Posts: 12 |
![]() ![]() ![]() ![]() ![]() This isn't really a trick but it's cool I designed a jump missle mod it's basicly a fast moving helios that counts as a ship so you can make it jump in with the proper SEXP i have it so it's hooked to a targeting laser when it counts up to 2.0000000 and says firing artillery it sends in a pre-locked helios at it's target right up its @$$ come to my site to pick it up http://www.fs2fs2.homestead.com/home.html ------------------ [This message has been edited by 70thbluelion (edited 05-18-2000).] IP: Logged |
FireSplat Member Posts: 1175 |
![]() ![]() ![]() ![]() ![]() Hey, cool, you managed to pull off what V didn't. Neato. ------------------ IP: Logged |
DC
Zarathud Member Posts: 456 |
![]() ![]() ![]() ![]() ![]() Unfortunately, that link doesn't work. ------------------ IP: Logged |
Dynamo Member Posts: 306 |
![]() ![]() ![]() ![]() ![]() What the hell, I'll add my trick in. You can simulate a tractor beam by doing the following. Set up four GTT Argos in front of the ship you want to tow. Set up five waypoints (one for each Argo and one for the tow ship) that are on the same X,Y plane but have a different Z coordinate (or same Z,Y and diff X coordinate). Have them each go to their waypoints and cap the speed at something like 20. Now for the fun part. Setup an event for each transport as follows. When Then make an event as follows: When And so on. For each transport that is destroyed, decrease the speed. Don't forget to set your varible with the same initial value as the number of transports you start out with. Also, if you want to, you can create a beam that does 0 damage, has no impact explosion, and lasts for an un-Godly amount of time for a visible representation of the tractor. Mount it on the rear of your transport and have it fire at your target ship. FRED! It's fun and exciting!
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FireSplat Member Posts: 1175 |
![]() ![]() ![]() ![]() ![]() Huh, great idea! I have one. Have you ever been making a mission and find out for scripted parts of it without any action that it starts playing the "doing nothing" music? Not very exciting, is it? Well, to fix that, just have a hostile Ptah or Pegasus (so you can't see it), with no arrival message, warp in, and immediately warp out. This will cause FS2 to start playing battle music again. This works great for watching a transport dock with a mysterious ship so it keeps the tension up. ------------------ IP: Logged |
LOAPhReAk Member Posts: 710 |
![]() ![]() ![]() ![]() ![]() if your making a mission (single player preferrably) and you can't beat it without dying. Use a Cargo Container as a repair bay. FRED 2 doesn't like it but FS2 does.. wierd isn't it?
code: you may want to use a repeat count with a 60 second interval so they don't camp you also might want to repair the individual subsystems while you are at it too.
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Terminal_Decline Member Posts: 407 |
![]() ![]() ![]() ![]() ![]() ************ The first mission in a campaign I'm writing requires the player to clear out the area around the Knossos, enter subspace, and escort an AWACS ship through the nebula. The player has no support in the nebula, and since it is a Red Alert mission, he has to reload in the previous one. Obviously, I have a problem here. I have no way of knowing when the squadron is reloaded, nor how long it will take. I can't have the player wait around for several minutes before calling the Red Alert. The solution to this problem lies in the SEXP "key-pressed". I have an event labelled "Point," where Alpha 1 is ordered to take point in the nebula -- as soon as he jumps, everyone else follows. So my SEXP appears as follows: * Red Alert Keep in mind that Alt-J is not "pressed" until the player is unable to abort the subspace jump. Hence, a delay of three seconds will show the player just entering subspace, and then the Red Alert is activated. ************ However, if one opens up the .FS2 file using, say, a TEXT EDITOR, one sees that the mission specs are easy to read. I simply cracked open the original Volition Knossos mission, and copied the backgrounds into my own mission. It looks very nice. ************ To avoid being detected, he cannot attack (key-pressed "Left Ctrl" and key-pressed "Spacebar", in case you were wondering), and he cannot get within a kilometer of any enemy fighter. The problem is that the distance SEXP goes by "all hostile", "specific wing", or "specific ship". My SEXP goes something like this: NOW for the part that requires a bit of creative thinking. I set the Ravana's faction to "neutral", since neutral will not attack hostile targets. But hostile will attack neutral. So I set the Ravana to be protected and beam-protected. Now the fighters ignore the Ravana. ************ Then, just so the player knows that he's been found, I added a load of SEXPs to the "Unprotect Alpha 1" event. Essentially, they tell the fighter wings to get medieval on Alpha 1. ************ Disclaimer: I haven't fully tested these missions, so something might go screwy. But it all looks fine to me. ------------------ IP: Logged |
FireSplat Member Posts: 1175 |
![]() ![]() ![]() ![]() ![]() Wow, that's some impressive thinking. ------------------ IP: Logged |
DC
Zarathud Member Posts: 456 |
![]() ![]() ![]() ![]() ![]() I agree. Terminal_Decline, those are excellent tricks. You can also use the keypress sexp in an event to allow the player to trigger things in a mission. In one user mission I'm playing around with, the player deploys a series of objects as "mines" that are triggered to arrive when the player presses a special key and is within a certain distance of where the object will arrive. In a FS1 mission, the mission designer had a special cargo container rigged to destruct if you pressed the Y key. You were supposed to protect the container, but destroy it if the enemy was going to capture it. The enemy attacked the cargo transport and then sent in cargo transports of their own to capture it. You could either fight off the enemy cargo transports until base sent you another transport to pick it up, or you could self-destruct the container and go home. ------------------ IP: Logged |
KillMaster Member Posts: 751 |
![]() ![]() ![]() ![]() ![]() New one. You can increase the firepower of a ship by making it fire two (maybe
more) beams at the same time with THE SAME TURRET. _true (or whatever) And another _When Make this event have a consequent amount of repeat time and the appropriate interval. Create at least two "victims" so you can see it correctly. Now, if you run your mission, you will see two beams fired from the same turret, at the same time and/or with a tiny delay, because from one part, the turret is EXPLICITELY ordered to fire at a ship, and on the other hand it's allowed to fire wherever it "wants". It's very impressive. I had it work for a Lilith that had to take care of a Deimos and a Demon. The Lilith pulverised the two ships in no time. Use it carefully, anyway ------------------ IP: Logged |
ZylonBane I Sold My Soul to Volition Posts: 6169 |
![]() ![]() ![]() ![]() ![]() Yeah, you can have a turret fire as many simultaneous beams as it wants... FS2 doesn't care. If you do do that though, you'd better have some sort of "new tech" explanation built into the mission. ------------------ IP: Logged |
DC
Zarathud Member Posts: 456 |
![]() ![]() ![]() ![]() ![]() *bump* ------------------ IP: Logged |
KillMaster Member Posts: 751 |
![]() ![]() ![]() ![]() ![]() re-*bump* If you "melt" two models in Fred2, and play the mission, you will see the models exactly as you set them, "melted", without any complaining from Fred2 or FS2. Better, if you target one of the object, SURPRISE!!: they DON'T suffer any damage (they should be in a collision status, but they're not. Don't ask me why). Guess what you can do with that Be careful, however. The objects are still considered as dinstincts, so don't "melt" too many, or you'll have huge slowdowns. ------------------ [This message has been edited by KillMaster (edited 06-02-2000).] IP: Logged |
Terminal_Decline Member Posts: 407 |
![]() ![]() ![]() ![]() ![]() If you're trying to protect a certain ship, you can order wings to appear near it rather than in a specific position. It's kinda nice to be the last bomber in your wing, and then have Delta and Epsilon jump in right next to you. ------------------ IP: Logged |
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