Volition, Inc.
  FRED 2
  The TRICK of the WEEK (Page 3)

Post New Topic  Post A Reply
profile | register | preferences | faq | search


This topic is 4 pages long:   1  2  3  4 
next newest topic | next oldest topic
Author Topic:   The TRICK of the WEEK
Dabu
I Like Volition

Posts: 4036
Registered: May 2000

posted 01-30-2001 06:03 PM     Click Here to See the Profile for Dabu     Edit/Delete Message   Reply w/Quote
Being far, far too lazy to actually read all of this, I decided I would post something I figured out quite a while ago(lets see... maybe six months ago or so). Sorry if this was already said.

You know how it's a real pain to set backgrounds? Just get one of the missions that [V] made and open it in notepad. Scroll down to where it has the backgrounds and copy it. Then open your mission in the same fasion, and paste it in. There you go, nice pretty backgrounds with minimal work.

IP: Logged

Slasher
Member

Posts: 1803
Registered: Mar 2000

posted 01-30-2001 11:19 PM     Click Here to See the Profile for Slasher   Click Here to Email Slasher     Edit/Delete Message   Reply w/Quote
When making your mission, remember to have ships and fighters jump in from subspace at different angles. In other words, use all three axis'. It's space, okay? No gravity (at least not in FS2), so go ahead and have ships appear "above" or "below" you, jumping in "tilted" to one direction or another (but not necessarily out of formation with other warships they're jumping in with). There's no need to have all the ships jump in only on the X/Z axis, which is something I see far to much in newbie missions.

IP: Logged

GryphonJW
Junior Member

Posts: 24
Registered: Dec 2000

posted 02-08-2001 10:25 PM     Click Here to See the Profile for GryphonJW   Click Here to Email GryphonJW     Edit/Delete Message   Reply w/Quote
*Bump*

IP: Logged

Bomber Bob
Junior Member

Posts: 4
Registered: Feb 2001

posted 02-14-2001 01:41 PM     Click Here to See the Profile for Bomber Bob     Edit/Delete Message   Reply w/Quote
hmmmm.... the use of fighters jumping in close to battleships. could cause a few problems if in the middle of battle. I like the idea of useing repair ships to drag others out...interesting to see if FS2 re4alises the ship has gone....

im really interested in making a campaign, with plot and all. If anyone has any contributions dont hold back as i doubt i can make about 30 different missions on my own...will post outlined plot later.

IP: Logged

Bomber Bob
Junior Member

Posts: 4
Registered: Feb 2001

posted 02-14-2001 01:55 PM     Click Here to See the Profile for Bomber Bob     Edit/Delete Message   Reply w/Quote
Hello all...ok heres the outlined plot for my campaign...this seems like a good forum to post it in so here goes.

It is 20 years after the second grewat war and the Knossoss portal back to earth is reaching completion. The GTVA has finished rebuilding its crippled battle groups and have now discovered a way of stabalising unstable jump nodes using science vessels. At the start of the campaign you are stationed abord the GTD Anubis, a hecate class destroyer, built to replace the GTD Bastion. At the begining of the campaign you oversee the re-incursion back into the sol system using the new "sol" knossoss. Howvever, once you arrive in the earth system ou discover that the earth council has decided to cast out Vasudans, blaming the collapse of the sol node on them. The terrans from the non-sol systems ally with the vasudans as the earth terrans launch a full scale offensive aginst the GTVA. Meanwhile, at the locations of the now collapsed sub-space nodes to capella motitoring vessels begin to detect odd sub-space readings. Half way through the Terran war, the Anubis and its battle fleet are sent to guard the epsilon Pegasai node, whilst the rest of the GTVA push the earth terrans back. At this point Shvian forces begin to emerge from the sub-space portal, and the GTVA is put on high alert. It is decided that the sealing off of the epsilon-pegaisai sysyems is out of the question, and that the GTVA must push back the shivan fleet. There is a new colossus class ship too but i need a name (possible Titan?)
any way tell me what you think...what should be included etc and if your interested in the project.

------------------
When oh When will there be a freespace 3.

IP: Logged

ZylonBane
I Sold My Soul to Volition

Posts: 6169
Registered: Sep 1999

posted 02-14-2001 02:11 PM     Click Here to See the Profile for ZylonBane   Click Here to Email ZylonBane     Edit/Delete Message   Reply w/Quote
Okay, BomberBob can write, but when will he learn to read?

------------------
--ZylonBane

Got beam questions? Check out The FS2 Beam Reference

IP: Logged

Bomber Bob
Junior Member

Posts: 4
Registered: Feb 2001

posted 02-14-2001 02:22 PM     Click Here to See the Profile for Bomber Bob     Edit/Delete Message   Reply w/Quote
Ok..ok..im more of a writter than a level maker but hey....i try. and my spelling supposed to be bad.....honest

ne way..... ne1 interested?

IP: Logged

ZylonBane
I Sold My Soul to Volition

Posts: 6169
Registered: Sep 1999

posted 02-15-2001 02:19 AM     Click Here to See the Profile for ZylonBane   Click Here to Email ZylonBane     Edit/Delete Message   Reply w/Quote
Oh good grief. I guess this is one of those times when you just have to jam the little dog's nose in his poop.

Bob, look at the title of this topic. See where it says, "The TRICK of the WEEK"? Your post was a campaign idea, not a trick. Bad Bob! Bad!

------------------
--ZylonBane

Got beam questions? Check out The FS2 Beam Reference

IP: Logged

Bomber Bob
Junior Member

Posts: 4
Registered: Feb 2001

posted 02-15-2001 09:00 AM     Click Here to See the Profile for Bomber Bob     Edit/Delete Message   Reply w/Quote
opps
sorry all
my brain was..um....altered with shivan mind control....honest...

(how stupid do i feel)

sorry Fred2 boffs
cu all

IP: Logged

Slasher
Member

Posts: 1803
Registered: Mar 2000

posted 02-15-2001 11:37 AM     Click Here to See the Profile for Slasher   Click Here to Email Slasher     Edit/Delete Message   Reply w/Quote
It's all right, Bob. Just wipe your nose off, get back up, and come back again when you have a TRICK to post.

IP: Logged

Phantom1224
Junior Member

Posts: 58
Registered: Feb 2001

posted 02-15-2001 01:49 PM     Click Here to See the Profile for Phantom1224   Click Here to Email Phantom1224     Edit/Delete Message   Reply w/Quote
okay, heres a trick that i found the helps alot when you are doing your briefings..sorry if this has been said..
When working on your briefing, if you want the view to get lined up "straightly" (as they are in the main FS2 campaign) instead of having some nasty angled view, go up to the "Misc" menu and use either "Align Object" or "Level Object".

------------------
------
-Phantom1224
"He who puts quotes in his signiture should be shot" -A wise person.

[This message has been edited by Phantom1224 (edited 02-15-2001).]

IP: Logged

The Claw
Member

Posts: 423
Registered: Dec 2000

posted 02-19-2001 07:46 PM     Click Here to See the Profile for The Claw   Click Here to Email The Claw     Edit/Delete Message   Reply w/Quote
quote:
When working on your briefing, if you want the view to get lined up "straightly" (as they are in the main FS2 campaign) instead of having some nasty angled view, go up to the "Misc" menu and use either "Align Object" or "Level Object".

No... it's only been said about 3 times
Now here's my tip and a #bump#
Ever want to show a Mjolinir placed in a mission? If you've ever tried, you will realise a Mjolinir has no docking points, and so cannot be towed into position... so here's my way.
Place your Mjolinir's where you want them, then place containers (TC-Tri-the big ones) over them (and I mean exactly over them- use the position tool). After that, get your freighter and line it up with the cargo container (as if it was docked) and take notw of it's position. Keep a note of it then move your freighter out of the way. Make a waypoint directly behind the freighters previous location, then one on the noted location (this is to line the freighter up properly).
After that, all you have to do is move the cargo somewhere else, get the freighter to dock with the cargo, do the waypoints, undock and go away, and that's the set up complete... now for a bit o sexp and arrival cue wrangling.
About 10 seconds after the freighters have undocked (doesn't really matter), tell the mjolinirs to warp in, and make sure no warp effects is ticked.
After that, it's just a simple case of making the cargo containers self destruct as soon as possible after the arrival of the Mjolinir, as even this large container will not completly hide the mjolinir (cause of the rotation- it will at some points, but no others).
That's it, although you might want to make the Mjolinir temporarilly invulnerable when the cargo self destructs, since they will take some damage otherwise.
And that is how you get to deploy Mjolinirs...

------------------
"Supernova, ya supernova, supernova goes pop
supernova, ya think it's over but the supernova don't stop" PM5K

IP: Logged

Kazan
I Really Really Like Volition

Posts: 5710
Registered: Mar 2000

posted 02-19-2001 08:00 PM     Click Here to See the Profile for Kazan   Click Here to Email Kazan     Edit/Delete Message   Reply w/Quote
I could also easily put a docking point on a Mjolnir and redistribute the edited POF .. it doesn't affect the tables what so ever

------------------
Why can't it be summer all year, I cannot play Soccer in snow!

IP: Logged

The Claw
Member

Posts: 423
Registered: Dec 2000

posted 02-20-2001 06:15 PM     Click Here to See the Profile for The Claw   Click Here to Email The Claw     Edit/Delete Message   Reply w/Quote
Yeah, but you know how to do that kinda thing. I for one, don't, and I'm sure loadsa other ppl don't either, which is why i posted this. Oh yeah, good work on those editting tools man... now all i have to do is figure out how to work them

------------------
"Supernova, ya supernova, supernova goes pop
supernova, ya think it's over but the supernova don't stop" PM5K

IP: Logged

Terminal_Decline
Member

Posts: 407
Registered: Jan 2000

posted 02-25-2001 01:09 AM     Click Here to See the Profile for Terminal_Decline   Click Here to Email Terminal_Decline     Edit/Delete Message   Reply w/Quote
You could take, say, a bomber, and give it some beam-free-all SEXPs. Save the mission, and open it up in Notepad. Replace the bomber's turrets with AAA beams. This gives you some very nasty fighter killers.

IP: Logged

Phantom1224
Junior Member

Posts: 58
Registered: Feb 2001

posted 02-26-2001 01:48 PM     Click Here to See the Profile for Phantom1224   Click Here to Email Phantom1224     Edit/Delete Message   Reply w/Quote
*bump*

------------------
-Phantom1224
"He who puts quotes in his signiture should be shot" -A wise person.

Dawn of Darkness
Earth's darkest hour approaches..but will you be there to stop it?

IP: Logged

The Claw
Member

Posts: 423
Registered: Dec 2000

posted 03-06-2001 06:03 AM     Click Here to See the Profile for The Claw   Click Here to Email The Claw     Edit/Delete Message   Reply w/Quote
I think someone should get all of this down onto paper- there is some really good stuff here.
BTW, to get a ship that comes out of a cargo container that is moved, just do the mjolinir beam thing but with ships

------------------
"Supernova, ya supernova, supernova goes pop
supernova, ya think it's over but the supernova don't stop" PM5K
"You really think you can buy me with power and glory? You really think that I- alright, I'll do it." Arnold Judas Rimmer
"Arnold Judas Rimmer... your life is over. Ypu will travel with to the.." Death
#Knees death in the groin#
"I don't think so matey. Remember, only the good die young" Rimmer

IP: Logged

Fozzy
Member

Posts: 102
Registered: Nov 2000

posted 04-25-2001 10:30 AM     Click Here to See the Profile for Fozzy   Click Here to Email Fozzy     Edit/Delete Message   Reply w/Quote
Thats not fair i thort of that Repair beam.
And i thort i was the only one. It was going to be my big suprise. (i cant make it fire at a friendly ship though.)

"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."

I am not shure weather this is right but Wot the hec:
Make an event Where command Tells you that your getting too cloce to a wing if ships.
The only problem is that you will have to add each wing or ship seperatly.

IP: Logged

Fozzy
Member

Posts: 102
Registered: Nov 2000

posted 04-25-2001 10:42 AM     Click Here to See the Profile for Fozzy   Click Here to Email Fozzy     Edit/Delete Message   Reply w/Quote
Tension Bulder ( like the one with the Vasudan jumping in and instantly jumping out but Difrent)

Extract the FS music files out of the Vp
then in fred when a ship docks with a mysterious ship create a message and use the FS battle music as the wav.

IP: Logged

ZylonBane
I Sold My Soul to Volition

Posts: 6169
Registered: Sep 1999

posted 04-25-2001 11:42 AM     Click Here to See the Profile for ZylonBane   Click Here to Email ZylonBane     Edit/Delete Message   Reply w/Quote
1. You don't have to extract WAVs to reference them in your missions.

2. That would sound exceptionally bad, since you'd have two pieces of music playing at once.

------------------
--ZylonBane

Got beam questions? Check out The FS2 Beam Reference

IP: Logged

morris13
Member

Posts: 277
Registered: Mar 2001

posted 04-25-2001 11:07 PM     Click Here to See the Profile for morris13   Click Here to Email morris13     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by Slasher:
When making your mission, remember to have ships and fighters jump in from subspace at different angles. In other words, use all three axis'. It's space, okay? No gravity (at least not in FS2), so go ahead and have ships appear "above" or "below" you, jumping in "tilted" to one direction or another (but not necessarily out of formation with other warships they're jumping in with). There's no need to have all the ships jump in only on the X/Z axis, which is something I see far to much in newbie missions.

I've noticed that to be the case in almost all the missions i've ever seen either from [V] or from users. Even when ships jump in above or below the standard plane its only a lil ways so they're still basically operating within a 2d system, only with a general up/down like you would have in an atmosphere. What *I* would like to see, and plan to do myself, is have battles where ships jump in at 90 degrees or so from the targets X axis, coming in either straight 'up' or 'down'. This, I think, might explore a lot of weakness in firing arcs that don't normally show up...

IP: Logged

Darkstar
Member

Posts: 474
Registered: Oct 1999

posted 05-13-2001 01:59 PM     Click Here to See the Profile for Darkstar     Edit/Delete Message   Reply w/Quote
Try to use the sound files V used for the main campaign. Like when all the fighting is going on and all of a sudden there are reinforcements available just a message by command may go unnoticed, however if you use the sound file "reinforcements are standing by...." it might help a bit. There are a lot of usable sound files like this all you have to do is look.

------------------

Donít ignore hidden desires
Pay attention youíre 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.

IP: Logged

TinoMNYY24
Junior Member

Posts: 64
Registered: May 2001

posted 05-31-2001 09:53 PM     Click Here to See the Profile for TinoMNYY24   Click Here to Email TinoMNYY24     Edit/Delete Message   Reply w/Quote
LOAPhReAk gave code to repair a ship when it comes close to another object. The best way to do this, I think, is to "heal" the hull, then use the subsys-set-random operator to set all subsystems on the selected ship to between 100 and 100. Also, do any of you guys know how to set the target of an operator to all friendly, all enemy, all ships, etc...? I'm trying to disable the jump device on every ship in a 100+ ship mission, and I would like to do this in one operator. This might have been answered before, and if so, I'm sorry, but please tell me where to look for the answer. Thanks

------------------
Written by Dan the human not a robot *buzz* *whirr*

IP: Logged

Templar
Junior Member

Posts: 11
Registered: May 2001

posted 06-01-2001 08:38 AM     Click Here to See the Profile for Templar     Edit/Delete Message   Reply w/Quote
Ok I am not the best expert on FRED 2 but what the heck? Here is my trick:

I have a mission were an Capship is being refueled by the gas tankers. But one of the tankers is a traitor. so when it docks i had it self destruct. But to make it look like the Capship get massive damage was to set the Hull level in the same event to whatever level you want. So when the tanker blows up, the hull goes down. (I also had it disabled)

Ok so it is not the great of a trick and a no-brainer.

------------------
Templar

------------

"Go that way, really fast, and if anything gets in you way...turn"

Bad guys were invented so good guys don't get bored.

IP: Logged

Sushi
Member

Posts: 228
Registered: Feb 2001

posted 06-01-2001 01:22 PM     Click Here to See the Profile for Sushi   Click Here to Email Sushi     Edit/Delete Message   Reply w/Quote
No non-player ship can jump out without permission from the player or events- just disable the player drive, and use SEXPS to keep all other ships from going. And take away the jump-out command permission.

------------------
Sushi- the OTHER white meat!

Accelerate your game-Velocity Mod
Sushi's Freespace Zone- Future home of loads of cool stuff!

IP: Logged

TinoMNYY24
Junior Member

Posts: 64
Registered: May 2001

posted 06-01-2001 04:34 PM     Click Here to See the Profile for TinoMNYY24   Click Here to Email TinoMNYY24     Edit/Delete Message   Reply w/Quote
That's really what I wanted to do, make sure that the player doesn't give the order to warp-out when my storyline says that the warp drives of all ships are disabled. There isn't anything in the AUI that makes cap ships or fighters warp out under special circumstances or anything, is there?

------------------
Written by Dan the human not a robot *buzz* *whirr*

IP: Logged

Analazon
Junior Member

Posts: 42
Registered: May 2001

posted 06-05-2001 10:47 AM     Click Here to See the Profile for Analazon     Edit/Delete Message   Reply w/Quote
I just came up with a cool idea that has probably already been said somewhere else

Cargo Container Mines:

you use an event that tells the cargo container to self destuct if a ship comes near it. I'll post another one of these after I test it.

IP: Logged

Analazon
Junior Member

Posts: 42
Registered: May 2001

posted 06-05-2001 11:23 AM     Click Here to See the Profile for Analazon     Edit/Delete Message   Reply w/Quote
Just tested it, the sexp tree is pretty short compaired to some of the stuff I'd seen around here, but it seems that you need to create one for every mine, or mine group. If there is an easier way, than what I have, I'd like to know.

here it is:
Mine 1
when
<
distance
<any friendly>
SC 5 1
150
Self-destruct
SC 5 1

Where sc 5 1 is the cargo container
note: for this to work well, the cargo container has to have a special explosion set for it

IP: Logged

Sushi
Member

Posts: 228
Registered: Feb 2001

posted 06-05-2001 02:58 PM     Click Here to See the Profile for Sushi   Click Here to Email Sushi     Edit/Delete Message   Reply w/Quote
Only problem I can think of is that support ships will be able to warp in and out freely- you'd have to leave them out of the mission.

------------------
Sushi- the OTHER white meat!

Accelerate your game-Velocity Mod
Sushi's Freespace Zone- Future home of loads of cool stuff!

IP: Logged

Strat
Junior Member

Posts: 9
Registered: Jun 2001

posted 06-16-2001 10:49 PM     Click Here to See the Profile for Strat   Click Here to Email Strat     Edit/Delete Message   Reply w/Quote
1 quick recommendation, don't use cargo containers, use escape pods or sentry guns(disarmed). Or if your feeling particularly nastyin a nebula, a meson bomb using the sabotage hull 101% trick to detonate it quicker

IP: Logged

sandwich
Junior Member

Posts: 34
Registered: May 2001

posted 06-19-2001 05:51 PM     Click Here to See the Profile for sandwich     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by Terminal_Decline back on 05-20-2000 11:54 PM:

The second problem I had with this mission is that it takes place near the original Knossos. As such, I want it to have a familiar background. Quite simply, I HATE making backgrounds.

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.


I've done that with each and every original mission in the game. Pick it up on my site (siggy).

quote:
Originally posted by The Claw:
... After that, it's just a simple case of making the cargo containers self destruct as soon as possible after the arrival of the Mjolinir, as even this large container will not completly hide the mjolinir (cause of the rotation- it will at some points, but no others).
That's it, although you might want to make the Mjolinir temporarilly invulnerable when the cargo self destructs, since they will take some damage otherwise....


I'm not quite following you here, but there is the SHIP-VANISH SEXP (towards the bottom of the change list) that will instantly make the cargo container disappear.

------------------
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar

IP: Logged

morris13
Member

Posts: 277
Registered: Mar 2001

posted 06-23-2001 02:07 AM     Click Here to See the Profile for morris13   Click Here to Email morris13     Edit/Delete Message   Reply w/Quote
Some of you might know about this already, but it solved a problem we were having and I thought I'd share it with you. If you want a primary that fires something a little more distinctive than the standard laser shots, where you can really only edit the color and length, you can use the $model field just above the laser rendering section to use an actual .pof file for the weapon shots instead of standard beam shots. This allows you to make one gun look like its firing multiple shots at once, even different kinds of shots. You can use missile .pof files or make your own. All you have to do is put the .pof filename in the $model field and delete ALL the laser rendering sections (everything down to the $mass entry). Give it a shot, see how it works. =)

IP: Logged

Black Wolf
Member

Posts: 414
Registered: Jan 2001

posted 07-23-2001 02:45 AM     Click Here to See the Profile for Black Wolf   Click Here to Email Black Wolf     Edit/Delete Message   Reply w/Quote
Bump

This is some good stuff

IP: Logged

karajorma
Member

Posts: 1120
Registered: Jun 2001

posted 07-24-2001 02:14 PM     Click Here to See the Profile for karajorma     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by Eth:
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.


I came across a similar problem in my first mission. I wanted the enemy to keep attacking a ship until it was disabled and then to make sure all the ships that did arrive were destroyed.
Since there weren`t many ships in the mission I created several different wings, each appearing after a set amount of time after the preceding wing was detroyed.
Each time a wing appeared I added one to the a ships-appeared variable. Every time a wing was destroyed I added one onto a ships-destroyed variable.
When the two are equal all the ships that have arrived have been destroyed.
I`ll have to check if I can get it to work with multiple waves of the same wing.

IP: Logged

Ulala
Member

Posts: 1019
Registered: Jul 2001

posted 07-30-2001 10:16 PM     Click Here to See the Profile for Ulala   Click Here to Email Ulala     Edit/Delete Message   Reply w/Quote
This isn't really a trick, its more of a no-brainer that my brain finally thought up.

Well SEXPs really arent my thing, (I cant even get algebraic expressions correct) but when I was making a mission I had an Arcadia that was to be defended. After the Shivans were destroyed, I couldnt find a way to make FS2 know that the station was alive unless I did 'not destroyed-delay' or make the expression true or something like that but it ended up saying the objective was completed right when I started the mission. I couldn't think of a way until one night it hit me. Why not have a ship warp in and dock with it? That way if it was destroyed, it would say 'Primary objective failed' and if it survived, at the end of the mission when the transport docked it would say 'Primary objective complete'. With my little understanding of those stupid SEXPs, I was pretty proud...
This thread is great! If anyone has some pointers they'd be willing to give me, thatd be awesome! E-mail me Ulala321@hotmail.com. That FRED2 help doesn't really explain everything about SEXPs all that well. (In my opinion) If theres two things I hate its Algebra and SEXPs....

*BUMP*

------------------
My stage is shared by many millions, who lift their hands up high beause they feel this. We are one, we are strong, the more you hold us down the more we press on. -Creed

IP: Logged

Blackace237
Member

Posts: 673
Registered: May 2000

posted 07-31-2001 12:36 AM     Click Here to See the Profile for Blackace237   Click Here to Email Blackace237     Edit/Delete Message   Reply w/Quote
Do the walkthrough...

All the sexp help you'll ever need...

------------------
Staff Member, Hard Light Productions
Creator / Project Coordinator: The Perfect Storm
TPS Forums Page - Click Here
Think you've got killer vocal cords? Voice actors needed! Email me @ BlackAce237@hotmail.com

These detonators were a piece of junk! I even followed the directions... - Lt. Commander Snipes - Special Operations Command

IP: Logged

Stryke 9
Member

Posts: 699
Registered: Jun 2001

posted 07-31-2001 09:20 AM     Click Here to See the Profile for Stryke 9     Edit/Delete Message   Reply w/Quote
There's a walkthrough? There used to be a class at my school, but they canceled it...

OBVIOUS TIP: People have lately been complaining that they can't interact with the game enough- argue, turn traitor, whatever. So, while working on a PA mission where you were supposed to join either the GTVA or a bunch of rebels, I used the "key-pressed" operator to make it so you could just say you wanted to join the enemy or not.

IP: Logged

Slasher
Member

Posts: 1803
Registered: Mar 2000

posted 07-31-2001 01:07 PM     Click Here to See the Profile for Slasher   Click Here to Email Slasher     Edit/Delete Message   Reply w/Quote
For the above trick, you can click on the link below for more information:
http://vbb.volition-inc.com/ubb/Forum6/HTML/002077.html

IP: Logged

Stryke 9
Member

Posts: 699
Registered: Jun 2001

posted 07-31-2001 01:56 PM     Click Here to See the Profile for Stryke 9     Edit/Delete Message   Reply w/Quote
Doesn't use my method though. That's a forced "talking" that does not involve the player's decisionmaking, etc., which this does.

IP: Logged

Slasher
Member

Posts: 1803
Registered: Mar 2000

posted 07-31-2001 02:05 PM     Click Here to See the Profile for Slasher   Click Here to Email Slasher     Edit/Delete Message   Reply w/Quote
Nope, they're the same thing. In your method you're having the player press a key to make a decision. The same thing is described in the other thread as well. The player is offered a number choice, and he or she is free to make his decision.

Here's an example: Command offers you a decisionon which runaway ship you want to pursue. Based on your decision, you could answer by pressing the "yes" or "no" key, which would be shown in your directives box or in the message from Command itself. Since the two ships could offer two very different challenges, it is thereby a very conscience decision.

Of course, usually the best way of making decisions like these in such missions is through the players actions, not simple "yes I'll join you rebels, or "no, I'd rather remain loyal to the GTVA" messages...

[This message has been edited by Slasher (edited 07-31-2001).]

IP: Logged


This topic is 4 pages long:   1  2  3  4 

All times are PT (US)

next newest topic | next oldest topic

Administrative Options: Close Topic | Archive/Move | Delete Topic
Post New Topic  Post A Reply
Hop to:

Contact Us | Volition, Inc. | Privacy Statement

All contents of this site are Copyright (C) 2001, Volition, Inc. All Rights Reserved.

Powered by Infopop www.infopop.com © 2000
Ultimate Bulletin Board 5.45c