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Author Topic:   The TRICK of the WEEK
FireSplat
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posted 06-02-2000 06:03 PM     Click Here to See the Profile for FireSplat   Click Here to Email FireSplat     Edit/Delete Message   Reply w/Quote
Okay, this is one I just figured out recently. Have you ever put in bomber wings, only to find out sometimes they like to run off and attack other things? Well, to solve that, just make an event that repeats 999999 times that gives them the order to attack their target. Then, when they start to do something else, they get put back on track.

(P.S.- No dynamic goals doesn't always work for this.)

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It's not what you know, or who you know, but what you know about who.

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Darkstar
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posted 06-03-2000 09:07 AM     Click Here to See the Profile for Darkstar     Edit/Delete Message   Reply w/Quote
When you want fighters to shout messages it can be quite annoying when those fighters have died before they where suposed to say the message, a little trick for this is:

when the ship has so much damage let's say 20% make a sexp protect ship then when the message has been said unprotect ship. However you might notice it when there aren't that many fighters going around but with a few wings of fighters on each side I doubt someone would notice.


Just thought of another one

When you make backgrounds just keep adding untill you have like 7 or 8 bitmaps and then give them some random numbers, you'll be ammazed by the result sometimes.
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Don’t ignore hidden desires
Pay attention you’re playing with fire
Silence must be heard, noise should be observed

It is said, that in every age there is one singular event that forever changes the world around us.

[This message has been edited by Darkstar (edited 06-03-2000).]

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FireSplat
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posted 06-03-2000 11:31 AM     Click Here to See the Profile for FireSplat   Click Here to Email FireSplat     Edit/Delete Message   Reply w/Quote
The problem with the suggestion about protecting the ship, Darkstar, is that if their hull is at, say, 30% and then they get hit by two Harpoons...BOOM!!! Of course, there is no other way to do it, so that's the best way.

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It's not what you know, or who you know, but what you know about who.

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Eth
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posted 06-05-2000 10:34 AM     Click Here to See the Profile for Eth     Edit/Delete Message   Reply w/Quote
I just put this in another thread, but decided this is a good place to put it also.


Here's what I do when I want something to NOT be evaluated until the end of the mission.

Create an event that looks like this:

JumpOrderGiven:
when
...key-pressed "Alt-J"
...do-nothing

This event only becomes true when the players jump out

Then for whatever you want to test at the end of the mission (say an objective) simply AND this into the conditions like this:

ObjectiveName:
when
..and
...is-event-true-delay
....."JumpOrderGiven"
.....0
...whatever_else_you_want_to_check

Just me

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ZylonBane
I Sold My Soul to Volition

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posted 06-05-2000 02:42 PM     Click Here to See the Profile for ZylonBane   Click Here to Email ZylonBane     Edit/Delete Message   Reply w/Quote
Uhh... isn't that exactly the sort of thing event chains are supposed to be used for?

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--ZylonBane

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Eth
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posted 06-05-2000 04:49 PM     Click Here to See the Profile for Eth     Edit/Delete Message   Reply w/Quote
Ummm.... no it isn't Zylon

Couple of things... first, there are certain SEXPs that do to how they evaluate must have their evaluation postponed. In the case of the other thread I originally put this "trick" in, the person wanted a BONUS OBJECTIVE to be true if a CAP ship's hull was above a certain level at the end of the mission. Thus the check HAS to be postponed until the end of the mission (otherwise it becomes true as soon as the CAP ship appears). The second part of this is that as someone recently found out, there is a limit to the "event tree". By placing the check IN the objective itself, rather than creating an event that is then checked by the objective, you save yourself "entries" in the "event tree". From my perspective, it also makes it easier to organize and modify missions if the conditions of OBJECTIVES are actually placed in the objectives themselves, rather than having an event that is then checked by the objective. It also takes a wee-bit less space (you don't have the extra "if-event-true" in the objective, instead the "conditions" that would go in the event are directly placed in the objective).

Oh, just in case "what" the trick is wasn't clear, it was the ability to check for the "Alt-J" command to qualify and postpone evaluations until the end of the mission.

Just me

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Slasher
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posted 06-05-2000 04:59 PM     Click Here to See the Profile for Slasher   Click Here to Email Slasher     Edit/Delete Message   Reply w/Quote
This may have been said before, but oh well...

When doing your briefing, if you want the view to get lined up perfectly (as they are in the main FS2 campaign by Volition) instead of having some sloppy angled view, go up to the "Misc" menu and use either "Align Object" or "Level Object".

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ZylonBane
I Sold My Soul to Volition

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posted 06-05-2000 08:01 PM     Click Here to See the Profile for ZylonBane   Click Here to Email ZylonBane     Edit/Delete Message   Reply w/Quote
Eth--

That seems unnecessarily "clever". I prefer to have each objective evaluated as its own event, and then the event which decides when the mission is over chains to a when -> has-departed-delay -> Alpha 1" (this is what most of the V missions do).

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--ZylonBane

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KillMaster
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posted 06-06-2000 03:20 AM     Click Here to See the Profile for KillMaster   Click Here to Email KillMaster     Edit/Delete Message   Reply w/Quote
New one, that I figured out recently.

You can pilot a capship (and this, I suppose, everybody knows it) only because of the amount of turrets, the game will crash if you take damage (the turrets status will attempt to fit on your hud, and the game will crash) . Still, if your ship is invulnerable, it works, and it's not crashing. This can be interesting for some stuff like:

You're piloting a freighter or an argo transport docked with something important (another ship, a cargo...) through an asteroid belt... See what I mean?

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Does it breath? KILL IT!

[This message has been edited by KillMaster (edited 06-06-2000).]

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HawkEye2000
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posted 06-06-2000 03:02 PM     Click Here to See the Profile for HawkEye2000   Click Here to Email HawkEye2000     Edit/Delete Message   Reply w/Quote
A question that has always been bugging me.

In the first mission in FS2, you see a beam fire right through the NTF ship. How do you do that in FRED2? Is it even possible?(I would think so). Any help would be greatly appreciated.
Thanks

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"He who controls the spice controls the universe!"
-Baron Harkonen

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ZylonBane
I Sold My Soul to Volition

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posted 06-06-2000 05:50 PM     Click Here to See the Profile for ZylonBane   Click Here to Email ZylonBane     Edit/Delete Message   Reply w/Quote
It just happens sometimes. Either the beam is "winging" the ship, or the ship's dead (beam pass right through ships once they reach 0% hull).

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--ZylonBane

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Eth
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posted 06-06-2000 06:19 PM     Click Here to See the Profile for Eth     Edit/Delete Message   Reply w/Quote
Okay, there have been two different people as of late that have had problems do to waves of wings not being launched... i.e. let's say there is suppose to be 7 waves of a certain wing. For some reason, they waves quit coming after 5 waves (say, their "mother ship" is destroyed). However, you want to check if all the ships in the waves that DID show up were destroyed. The is-destroyed-delay type SEXPs won't work.

Here's the solution I came up with before for this and has helped others... this example is where the "mother ship" is destroyed before all waves are launched. For other "wave stopping" events, simply change the "cue" to check for "distance":

quote:
Originally posted by Eth
There is a way to do what you want... ( have it so that all the ships in Cancer wing THAT HAVE BEEN LAUNCHED must be destroyed _and_ STILL be able to have them launch from the docking bay of the Sathanas ).

This is "kind of ugly", but it's the only way I've found to get it to work...


when
.or
..if-destroyed-delay
....Cancer
....0
..and
....if-destroyed-delay
......Sathanas
......10
....not
....<
......distance
........<any friendly>
........Cancer
......50000

This becomes true under two conditions... all of the ships in all of the wings of Cancer are destroyed ... or ... if the Sathanas is destroyed all of the ships in the present Cancer wing (if there is one) must be destroyed < unless somehow ALL friendly ships run away from the remaining Cancer wing and get 50,000 meters away... possible if there are no friendly caps, but very unlikely >. Notice I have a 10 second delay for the destruction of the Sathanas. This is to insure if a wing is launching just as the Sathanas is destroyed, no strange timing related glitch causes a false "true".


Just me

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Nightmare
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posted 06-08-2000 08:56 PM     Click Here to See the Profile for Nightmare   Click Here to Email Nightmare     Edit/Delete Message   Reply w/Quote
Well, i've always been kinda annoyed that the support ship can't repair your haul, it can repair your sub systems, but y not your haul? But after reading an earlier post on a "repair container" i got thinking... would it be possible to "modify" a support ship to repair your haul? After much testing, thinking, and a bit of frustration i finished it! so here it is:

Set a support ship to be used as reinforcements (its just easier to call it in this way)
SEXPs:
Repair:
when
and
<
hits-left
Alpha 1
69 (cause u shouldn't be able to be fully repaired)
<
Distance
Alpha 1
GTS Repair
5
Repair-Subsystem
Alpha 1(gotta edit this 1 manualy)
Hull
2 (cause its a nice #, mess around w/ it if u think its too slow)

Repair Cue:
When:
Key-Pressed
Alt-R
Add-Goal
GTS Repair
Ai-dock
alpha 1
Lower Ring
Rearming Dock
89
Key-Reset
Alt-R

Repair-End
when:
Key-Pressed
Alt-R
Add-Goal
GTS Repair
Ai-Undock
89
Key-Reset
Alt-R
Clear-Goals
GTS Repair

Repair During (last 1)
When:
has-docked-delay
GTS Repair
Alpha 1
1
0
Add-goal
GTS Repair
AI-Play-dead
89

Now just set the repeats to 1000 or so (unless you want to limit the number of times you can repair). The only 2 problems with this are: #1: Fred 2 gives you 2 error messages (just ignore them) and #2: the support ship won't rearm you AT THE SAME TIME as it repairs you (you can still hit shift-r ("c" then "5").... ugh that was long

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KillMaster
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posted 06-09-2000 04:02 AM     Click Here to See the Profile for KillMaster   Click Here to Email KillMaster     Edit/Delete Message   Reply w/Quote
Wow I guess you are someone patient, man!

I was willing to find a way to do such a thing, but you were faster. Thanks for the job.

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Does it breathe? KILL IT!

[This message has been edited by KillMaster (edited 06-09-2000).]

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Fantomeye
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posted 06-09-2000 11:32 AM     Click Here to See the Profile for Fantomeye   Click Here to Email Fantomeye     Edit/Delete Message   Reply w/Quote
This isn't a trick, but I was wondering if anyone knew how to do something like if you fly close to a piece of cargo, it can rearm your secondaries? Any way to do this?

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Interested in the Tech aspect of Freespace? Check Tech Freespace out!

Need help with any FS2 mission? If you do, then Got Missions?

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KillMaster
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posted 06-09-2000 11:46 AM     Click Here to See the Profile for KillMaster   Click Here to Email KillMaster     Edit/Delete Message   Reply w/Quote
Hum... Why not? Never tried, but now that you asked this I found an occupation for tonight! Or maybe someone else already has a clue?

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Does it breathe? KILL IT!

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LOAPhReAk
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posted 06-09-2000 12:00 PM     Click Here to See the Profile for LOAPhReAk   Click Here to Email LOAPhReAk     Edit/Delete Message   Reply w/Quote
Nope nothing.. the only thing that had 'rearm' in it was 'good-rearm-time' and that is used when there is a lull in the action so the AUI (Artificial Un-Intelligence) can rearm.

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You are in my cross-hairs but it isn't hunting season

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Prophet
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posted 06-09-2000 08:18 PM     Click Here to See the Profile for Prophet   Click Here to Email Prophet     Edit/Delete Message   Reply w/Quote
Can't you pull the kind of trick where you run over a 'powerup' and your ship' hull or shields are boosted? Or maybe your secondaries or primaries change to a different weapon maybe?

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Brando,
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LOAPhReAk
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posted 06-09-2000 08:29 PM     Click Here to See the Profile for LOAPhReAk   Click Here to Email LOAPhReAk     Edit/Delete Message   Reply w/Quote
shield/hull might but weap wont.

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You are in my cross-hairs but it isn't hunting season

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Nightmare
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posted 06-11-2000 11:25 PM     Click Here to See the Profile for Nightmare   Click Here to Email Nightmare     Edit/Delete Message   Reply w/Quote
Repair ship update/fix:
I made a small error in my previous repair/support ship... here's the fix:
under event "Repair-End" delete the clear-goals SEXP, make this event a chain
add under this event (chained too, delay 15)
Repair Clear
---when:
-----True:
-----clear-goals:
--------GTS Repair

also: apparently adding a repeat count to the events won't make it redock with your ship when u press Alt-R, does anyone have some suggestions on how to fix this problem?

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KillMaster
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posted 06-15-2000 04:57 AM     Click Here to See the Profile for KillMaster   Click Here to Email KillMaster     Edit/Delete Message   Reply w/Quote
Some suggestions:

You should NOT give it a repeat count. If it has a reapeat count, it will try to respect this constraint the first time you press Alt-R (try to dock 1000 times), and ontly this time.

Try it without a repeat count. You may find a way to make the event true everytime your hull is below 69 (I can't tell you since I don't know how, but I trust you'll find it easily )

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Does it breathe? KILL IT!

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DC Zarathud
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posted 06-23-2000 10:43 PM     Click Here to See the Profile for DC Zarathud   Click Here to Email DC Zarathud     Edit/Delete Message   Reply w/Quote
*bump*

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FreeSpace Coordinator, Descent Chronicles

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KillMaster
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posted 07-10-2000 11:46 AM     Click Here to See the Profile for KillMaster   Click Here to Email KillMaster     Edit/Delete Message   Reply w/Quote
*re-bump* !!!CRASH!! Ouch! that was high...

Here's a new one, very fun.

You can pilot a capship. That's no news. But you can also have its weapons firing, INCLUDING beams, without using any mod, just a little cheat with FRED2 elementary rules... Do the following, to experiment a little:

-Have Alpha1 be a capship, no matter which one. The one you like.(The current example will take a Hecate)

-Insert a hostile capship, say, a sathanas, place it at MORE THAN 10000 units from your ship and create an event for it using the "Beam-free-all" sexp, so it will fire at you.(Not an obligation, but having a Sathanas firing its beams directly at you is a great sensation... Believe it! )

-Now, comes the trick: you cannot use the beams (or any other turret) as a normal weapon. So if you fly in your capship, you won't be able to fire at anything.
The trick is to make them "independants". Just create the following event (this is just an example):

(Event name)

-When

--<
---distance
----alpha1
----Sathanas
---10000

-fire_beam
--alpha1
--Sathanas
--turret 1 (the turret that has a beam cannon)

-fire_beam
--alpha1
--Sathanas
--turret 2

ETC... This will cause "your" turrets to automatically fire at the Sathanas at and under the distance of 10000.

When you have specified all the turret to be fired, give the event a huge repeat count, and an appropriate interval (this is also a way to set your firepower).

Now, make alpha1 invulnerable. This is VERY important, otherwise the game will crash.
Finally check if your capship is still considered as alpha1 by fred2, and save. Don't bother about Fred2 protests.

Play your stuff, and enjoy the sensation of standing toes to toes with a Sathanas!!!

This is also true for flaks, lasers, and the rest, to get rid of fighters or bombers. Since you're invulnerable, you don't take too much risk, but at least you can use this for escort mission, for instance.


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Does it breathe? KILL IT!

[This message has been edited by KillMaster (edited 07-10-2000).]

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BlackJack
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posted 07-10-2000 12:56 PM     Click Here to See the Profile for BlackJack   Click Here to Email BlackJack     Edit/Delete Message   Reply w/Quote
This may be related to the "make a wing out of unrelated or unintended ship types" post closer to the front, but maybe it might help someone. I had a problem making a wing of different types of ships until I named it by a non-standard wing name. FRED 2 wouldn't let me save it and/or it crashed. Seems that if you use a standard wing name (Alpha, Zeta, etc.) it requires all the ships in the wing to be the same type. This may be a small item, but it's a big deal if it stands in the way of completing your mission.

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Lando
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posted 07-10-2000 04:57 PM     Click Here to See the Profile for Lando   Click Here to Email Lando     Edit/Delete Message   Reply w/Quote
Well i have said this before but here goes... there is a way to make it so you dont have to be invulrable... just turn off your damage indicator on the hud. A few people got mad because they dont want to mess with their HUD and you cant see your damage... unless you could somehow put Yourself on the escort list... i dont know how to do that yet... but of you want a mission where say, you pilot a cargo ship, thats how you would do it.

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Muffdiver
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posted 07-20-2000 04:14 PM     Click Here to See the Profile for Muffdiver   Click Here to Email Muffdiver     Edit/Delete Message   Reply w/Quote
It's easy, just go to the misc. menu for the player and make yourself an escort ship, it worked for me. Only problem is that you still fly around at fighter speed and the warpout effect shows a fighter instead of a capship.

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Eth
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posted 08-03-2000 12:35 PM     Click Here to See the Profile for Eth     Edit/Delete Message   Reply w/Quote
It's EE Bump time

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Alpha Leader
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posted 08-03-2000 02:10 PM     Click Here to See the Profile for Alpha Leader   Click Here to Email Alpha Leader     Edit/Delete Message   Reply w/Quote
Good trick!
Alpha Leader

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The ruse is the best weapon for defeat your enemi.

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ZylonBane
I Sold My Soul to Volition

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posted 08-16-2000 05:29 PM     Click Here to See the Profile for ZylonBane   Click Here to Email ZylonBane     Edit/Delete Message   Reply w/Quote
Ba-da-BUMP!

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--ZylonBane

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Damcoles
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posted 08-17-2000 09:54 AM     Click Here to See the Profile for Damcoles   Click Here to Email Damcoles     Edit/Delete Message   Reply w/Quote
Two new tricks this week:

First up - Making the 'called in' support ship repair the player's hull! You need two events:

first event
when
-has-time-elapsed
--0
-set-training-context-speed
--0
--0

second event
when
-and
--<
---distance
----Alpha 1
----<any friendly>
---15
--and
---speed
----2
---<
----Hits-Left
-----Alpha 1
-----50
-Repair-subsystem
--Alpha 1
--Hull
--1

Give the second event a repeat count of 9999 and a repeat delay of 1 (or 2 if you're stingy). Now when the player has stopped for more than 2 seconds and another friendly ship (namely the support ship) is within 15 metres (might need yo make that bigger for bombers) the player will be repaired up to a max of 50%. Cool eh.

Second trick: Conematic death sequences for the player. Remember how in 80's hollywood, anything that exploded would explode about five times from diffeent angles (mostly cos they couldn't afford to blow things up twice). Well now you can do that in FS2. All you need is this event somewhere in your mission:

when
-Is-Destroyed-Delay
--Alpha 1
--1
Sabotage-Subsystem
-Alpha 1
-Hull
-1

Give the event a repeat count of about 5 (or however many different angles you want( and a delay of 1 (or two if you're feeling daring) and then play the mission and die. It's the 80's all over again

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"I am a bomb disposal technician, if you see me running, try and keep up"

Damcoles - Project co-ordinator/founder of Quarantine

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ZylonBane
I Sold My Soul to Volition

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posted 08-17-2000 11:53 AM     Click Here to See the Profile for ZylonBane   Click Here to Email ZylonBane     Edit/Delete Message   Reply w/Quote
Hey Damcoles, didn't you say this thread was in the "other" forum?

Sorry, couldn't resist...

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--ZylonBane

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Damcoles
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posted 08-17-2000 01:13 PM     Click Here to See the Profile for Damcoles   Click Here to Email Damcoles     Edit/Delete Message   Reply w/Quote
I was kinda hoping my posting some sweet little tricks of my own would kinda detract from last night's embarrasment. But you wouldn't let it lie, would you ZB. You wouldn't let it lie.

Pah, should've kept the tricks to myself.

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"I am a bomb disposal technician, if you see me running, try and keep up"

Damcoles - Project co-ordinator/founder of Quarantine

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ZylonBane
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posted 08-17-2000 02:29 PM     Click Here to See the Profile for ZylonBane   Click Here to Email ZylonBane     Edit/Delete Message   Reply w/Quote
Heheheh....

How's this for a trick (or glitch)--

If you make a beam fire at something on the far side of a cargo container (no matter how large), and the container is set invulnerable, the beam will go straight through the container!

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--ZylonBane

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Damcoles
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posted 08-17-2000 03:45 PM     Click Here to See the Profile for Damcoles   Click Here to Email Damcoles     Edit/Delete Message   Reply w/Quote
Yeah, that works with a number of ships. The reason is because the beam places itself first, deciding there and then that it's going to obliterate the container, cos it's so puny. Unfortunately, when it comes to actually applying the damage the container is invulnerable.

Besides, that's not really a trick is it. Let's face it. That's a bug.

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"I am a bomb disposal technician, if you see me running, try and keep up"

Damcoles - Project co-ordinator/founder of Quarantine

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Prophet
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posted 08-18-2000 12:05 AM     Click Here to See the Profile for Prophet   Click Here to Email Prophet     Edit/Delete Message   Reply w/Quote
Here's A Trick!
Put one Arcadia class space-station in a mission. Then, put any large destroyer or cruiser class ship inside the center (opening) and tell it to warp in after a certain amount of time. If you do it right, it'll look like Arcadia shishkabob! If you need a moving arcadia, select a bigger ship, then tell them to follow waypoints. Although the speed will be slow, it's still moving...

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»«»«»«»«»«»«»«»«»«»«»«»«
Brando,
Script-God » News Dude » Maintainer, for:
Broken Pixel

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Slasher
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posted 08-18-2000 05:45 PM     Click Here to See the Profile for Slasher   Click Here to Email Slasher     Edit/Delete Message   Reply w/Quote
Wow, I hope the newbies are reading this thread because you can learn something from it.


Here's a "trick" to use when doing send-message-list sexps without voice acting. Type in the message you plan to use and then read it in your head while timing yourself with a stopwatch. Use that time for the "time" entry in the sexp. For example, if you get 5 seconds on a message enter 5000 for the time on that message in the sexp. I've found a lot of missions where the authors just guess at how long it takes a player to read a message. Either they think we're mentally handicapped gamers or genius speed readers.

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Prophet
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posted 08-18-2000 10:52 PM     Click Here to See the Profile for Prophet   Click Here to Email Prophet     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by Slasher:
Wow, I hope the newbies are reading this thread because you [b]can learn something from it.

Here's a "trick" to use when doing send-message-list sexps without voice acting. Type in the message you plan to use and then read it in your head while timing yourself with a stopwatch. Use that time for the "time" entry in the sexp. For example, if you get 5 seconds on a message enter 5000 for the time on that message in the sexp. I've found a lot of missions where the authors just guess at how long it takes a player to read a message. Either they think we're mentally handicapped gamers or genius speed readers. [/B]


Speed reader!

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Brando,
Script-God » News Dude » Maintainer, for:
Broken Pixel

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Jermeleon
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posted 08-19-2000 02:27 AM     Click Here to See the Profile for Jermeleon   Click Here to Email Jermeleon     Edit/Delete Message   Reply w/Quote
I found a way that if FRED crashes when you are making amission you can reload fred and get all your stuff back!!!

My little bro was palying FRED. He made some stuff then shut FRED off. I go and start FRED up. For no reason when fred loads up I press ctrl-Z (undo) and somethin wierd happens. I load a different mission then go to the edit menu. It says undo editing and I click that. I go back to the edit menu and it says undo nothing and a click that. Suddenly the stuff that my bro had made earlier popped up on the screen. An Orion, colossus, and 4 ursas on the Orions "runway".

So if you are ever editing and you get an illegal operation or somethin, start up FRED 2 and keep Undo-ing stuff and if you are lucky your mission will come back.

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Carnivore

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FireSplat
Member

Posts: 1175
Registered: Jan 2000

posted 01-23-2001 08:11 PM     Click Here to See the Profile for FireSplat   Click Here to Email FireSplat     Edit/Delete Message   Reply w/Quote
I may be the ninteenth person to say so, but it's time to BUMP!!!

Just doing my part to keep this thread from getting eaten alive by The Purge™.

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I am Skittle Boy!

It's not what you know, or who you know, but what you know about who.

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GryphonJW
Junior Member

Posts: 24
Registered: Dec 2000

posted 01-23-2001 10:48 PM     Click Here to See the Profile for GryphonJW   Click Here to Email GryphonJW     Edit/Delete Message   Reply w/Quote
Well...
Actually, I'm pretty sure you can recover you mission because if you look in the missions folder, you may see some AutoCAD backup files for some missions. I'm guessing that's why you can recover the mission.

Here's something, although it's not really a TRICK, it's something obsessive people would find out.

I placed a Sathanas and I changed it's name from "SJ Sathanas 1" to "SJ Sathanas 2." If you place another Sathanas, it will be named "U. R. A. Moron 1"!
This works for any ship, all you have to do is change the number to one higher and place another ship like it.

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