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Author | Topic: The TRICK of the WEEK |
FireSplat Member Posts: 1175 |
![]() ![]() ![]() ![]() ![]() 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.) ------------------ IP: Logged |
Darkstar Member Posts: 474 |
![]() ![]() ![]() ![]() 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.
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. 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).] IP: Logged |
FireSplat Member Posts: 1175 |
![]() ![]() ![]() ![]() ![]() 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. ------------------ IP: Logged |
Eth Member Posts: 1054 |
![]() ![]() ![]() ![]() I just put this in another thread, but decided this is a good place to put it also.
Create an event that looks like this: JumpOrderGiven: 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: Just me IP: Logged |
ZylonBane I Sold My Soul to Volition Posts: 6169 |
![]() ![]() ![]() ![]() ![]() Uhh... isn't that exactly the sort of thing event chains are supposed to be used for? ------------------ IP: Logged |
Eth Member Posts: 1054 |
![]() ![]() ![]() ![]() 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 IP: Logged |
Slasher Member Posts: 1803 |
![]() ![]() ![]() ![]() ![]() 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". IP: Logged |
ZylonBane I Sold My Soul to Volition Posts: 6169 |
![]() ![]() ![]() ![]() ![]() 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). ------------------ IP: Logged |
KillMaster Member Posts: 751 |
![]() ![]() ![]() ![]() ![]() 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? ------------------ [This message has been edited by KillMaster (edited 06-06-2000).] IP: Logged |
HawkEye2000 Junior Member Posts: 2 |
![]() ![]() ![]() ![]() ![]() 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. ------------------ IP: Logged |
ZylonBane I Sold My Soul to Volition Posts: 6169 |
![]() ![]() ![]() ![]() ![]() 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). ------------------ IP: Logged |
Eth Member Posts: 1054 |
![]() ![]() ![]() ![]() 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: Just me IP: Logged |
Nightmare Junior Member Posts: 30 |
![]() ![]() ![]() ![]() ![]() 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) Repair Cue: Repair-End Repair During (last 1) 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 IP: Logged |
KillMaster Member Posts: 751 |
![]() ![]() ![]() ![]() ![]() 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. ------------------ [This message has been edited by KillMaster (edited 06-09-2000).] IP: Logged |
Fantomeye Member Posts: 1580 |
![]() ![]() ![]() ![]() ![]() 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? ------------------ Need help with any FS2 mission? If you do, then Got Missions? IP: Logged |
KillMaster Member Posts: 751 |
![]() ![]() ![]() ![]() ![]() 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? ------------------ IP: Logged |
LOAPhReAk Member Posts: 710 |
![]() ![]() ![]() ![]() ![]() 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. ------------------ IP: Logged |
Prophet Member Posts: 1288 |
![]() ![]() ![]() ![]() ![]() 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? ------------------ IP: Logged |
LOAPhReAk Member Posts: 710 |
![]() ![]() ![]() ![]() ![]() shield/hull might but weap wont. ------------------ IP: Logged |
Nightmare Junior Member Posts: 30 |
![]() ![]() ![]() ![]() ![]() 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? IP: Logged |
KillMaster Member Posts: 751 |
![]() ![]() ![]() ![]() ![]() 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 ) ------------------ IP: Logged |
DC
Zarathud Member Posts: 456 |
![]() ![]() ![]() ![]() ![]() *bump* ------------------ IP: Logged |
KillMaster Member Posts: 751 |
![]() ![]() ![]() ![]() ![]() *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. (Event name) -When --< -fire_beam -fire_beam 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. 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.
[This message has been edited by KillMaster (edited 07-10-2000).] IP: Logged |
BlackJack Member Posts: 131 |
![]() ![]() ![]() ![]() ![]() 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. IP: Logged |
Lando Junior Member Posts: 12 |
![]() ![]() ![]() ![]() ![]() 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. IP: Logged |
Muffdiver Junior Member Posts: 77 |
![]() ![]() ![]() ![]() ![]() 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. IP: Logged |
Eth Member Posts: 1054 |
![]() ![]() ![]() ![]() It's EE Bump time IP: Logged |
Alpha
Leader UberFanBoy Posts: 3859 |
![]() ![]() ![]() ![]() ![]() Good trick! Alpha Leader ------------------ IP: Logged |
ZylonBane I Sold My Soul to Volition Posts: 6169 |
![]() ![]() ![]() ![]() ![]() Ba-da-BUMP! ------------------ IP: Logged |
Damcoles Member Posts: 651 |
![]() ![]() ![]() ![]() ![]() Two new tricks this week: First up - Making the 'called in' support ship repair the player's hull! You need two events: first
event second event 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 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 ------------------ Damcoles - Project co-ordinator/founder of Quarantine IP: Logged |
ZylonBane I Sold My Soul to Volition Posts: 6169 |
![]() ![]() ![]() ![]() ![]() Hey Damcoles, didn't you say this thread was in the "other" forum? Sorry, couldn't resist... ------------------ IP: Logged |
Damcoles Member Posts: 651 |
![]() ![]() ![]() ![]() ![]() 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. ------------------ Damcoles - Project co-ordinator/founder of Quarantine IP: Logged |
ZylonBane I Sold My Soul to Volition Posts: 6169 |
![]() ![]() ![]() ![]() ![]() 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! ------------------ IP: Logged |
Damcoles Member Posts: 651 |
![]() ![]() ![]() ![]() ![]() 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. ------------------ Damcoles - Project co-ordinator/founder of Quarantine IP: Logged |
Prophet Member Posts: 1288 |
![]() ![]() ![]() ![]() ![]() 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... ------------------ IP: Logged |
Slasher Member Posts: 1803 |
![]() ![]() ![]() ![]() ![]() Wow, I hope the newbies are reading this thread because you can learn something from it.
IP: Logged |
Prophet Member Posts: 1288 |
![]() ![]() ![]() ![]() ![]() quote: Speed reader! ------------------ IP: Logged |
Jermeleon Member Posts: 723 |
![]() ![]() ![]() ![]() ![]() 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. ------------------ IP: Logged |
FireSplat Member Posts: 1175 |
![]() ![]() ![]() ![]() ![]() 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™. ------------------ It's not what you know, or who you know, but what you know about who. IP: Logged |
GryphonJW Junior Member Posts: 24 |
![]() ![]() ![]() ![]() ![]() 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"! IP: Logged |
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