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Author Topic:   The TRICK of the WEEK
'Captain' Nick Brown
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Posts: 348
Registered: Jun 2001

posted 07-31-2001 05:23 PM     Click Here to See the Profile for 'Captain' Nick Brown   Click Here to Email 'Captain' Nick Brown     Edit/Delete Message   Reply w/Quote
How do I get that screen where it asks you whether you want to go through a loop (SOC missions) or not?

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'Captain' Nick Brown
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Registered: Jun 2001

posted 07-31-2001 05:27 PM     Click Here to See the Profile for 'Captain' Nick Brown   Click Here to Email 'Captain' Nick Brown     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by DC Zarathud:
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.


Can you assign any keys/key-combination to the key-pressed sexp or only the ones that it lists in the list thingy?

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Black Wolf
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Posts: 414
Registered: Jan 2001

posted 08-01-2001 03:33 AM     Click Here to See the Profile for Black Wolf   Click Here to Email Black Wolf     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by 'Captain' Nick Brown:
How do I get that screen where it asks you whether you want to go through a loop (SOC missions) or not?

There's a 'Toggle Loop' button in the campaign editor...mess around with that.

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"What you egg!" Macbeth, Act 4, Scene 2 Line 80

Member of the 'Tema Al Diablo' creation team.

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firewasp
Junior Member

Posts: 80
Registered: Oct 2000

posted 08-09-2001 09:11 AM     Click Here to See the Profile for firewasp   Click Here to Email firewasp     Edit/Delete Message   Reply w/Quote
re: multidocking
many ppl get the problem when they have 2 or more ships docking with another on.
I fix this by:
SHIP1 docks with Station;
SHIP2 jumps in,gets new goal-Dock w/Station.
Just before it gets that new goal,
SHIP1 undocks from Station,
BUT when Distance=1M from Station,
SHIP1-Lie still,NotScannable.

Therefore,because a 1M separation is vey small,its not noticable,and SHIP1 still looks docked.Player cant highlight it,cant SEE that its undocked,and things its just a Bug. Better, have a distraction Going on-combat,chat,etc.

Now, SHIP2 can dock,no stupid FRED fecking things up on you,and It still looks like you have a nice busy space station.

This probly very long to all you vets out there, but it takes very little effort, and GAURANTEES i have no docking problems.
cheers,sorry for the long post,

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Slasher
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Registered: Mar 2000

posted 10-28-2001 11:14 AM     Click Here to See the Profile for Slasher   Click Here to Email Slasher     Edit/Delete Message   Reply w/Quote
*BUMP*

It's time to dust off one of the best topics this forum has seen, IMHO. Never know when it'll come in handy.

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carnix
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Posts: 18
Registered: Oct 2001

posted 10-29-2001 03:59 PM     Click Here to See the Profile for carnix     Edit/Delete Message   Reply w/Quote
can i ask, wtf is melting? 1 ship with a poor attempt at telefragging another ship? If its what i think, isnt this as part of the FRED2 tutorial with the Ganymede and Orion?

Just wondering about something. I made a ship that was alledgedly a Meson carrying Kamikaze, but when i blew it (Deimos) it would keep sparking and sizzling for a while. Will forcing Hull=0 make this instant?? It would be nice to use it if u can make instant explosions for detonation of mine fields and stuff (maybe hidden in asteroids etc?)

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No matter how many times it gets drummed into me, everytime i look at my FS2 box staring at me from my wall, i can't help but wonder. :/

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ZylonBane
I Sold My Soul to Volition

Posts: 6169
Registered: Sep 1999

posted 10-29-2001 04:37 PM     Click Here to See the Profile for ZylonBane   Click Here to Email ZylonBane     Edit/Delete Message   Reply w/Quote
It's exceptionally clear from the context that "melting" is just putting two ships on top of each other in the editor.

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Jake101
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Posts: 220
Registered: Sep 1999

posted 10-29-2001 06:31 PM     Click Here to See the Profile for Jake101   Click Here to Email Jake101     Edit/Delete Message   Reply w/Quote
Here's something fun to do:

Make the player ship Alpha 1 from the Wing Editor, and then make the ship class a Hermes escape pod. Then put an anubis class fighter out there with orders to kill you. And see how long you can survive. When you save the mission, ignore the errors. It'll work.

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TCTornado
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Posts: 114
Registered: Sep 2001

posted 10-31-2001 07:22 PM     Click Here to See the Profile for TCTornado   Click Here to Email TCTornado     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by Slasher:
*BUMP*

It's time to dust off one of the best topics this forum has seen, IMHO. Never know when it'll come in handy.


Thanks Slasher, great stuff.

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and so IT begins.....
Kosh, B5

Be sure to pillage BEFORE you burn...
Old Medieval saying

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Slasher
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posted 10-31-2001 08:46 PM     Click Here to See the Profile for Slasher   Click Here to Email Slasher     Edit/Delete Message   Reply w/Quote
Here's a tip I was saving in store for a mission that will sadly never see the light of day. The largest of the Shivan cargo containers (I forgot its designation, but it's the big one that's ridiculously easy to destroy) can easily accomodate a Cain or Lilith class cruiser inside. Use the Object Editor (Shift+O) to put them in the same exact spot with the same orientation and the container will completely conceal the hidden danger inside. To really add an element of surprise, make the cruiser inside invisible to sensors, check "Protect Ship" (so friendly ships on the outside don't shoot at it), and have it "play dead". This way the player will have no idea of the (warm) surprise inside until the container bursts open in front of him or her and reveals its deadly secret.

[edit] This isn't a bad trick for fighters either. Put six Perseus interceptors in a TC-TRI, then have the container blow up and the fighters burst forth. Another nasty surprise. [/edit]

[This message has been edited by Slasher (edited 10-31-2001).]

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Ulala
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posted 11-04-2001 08:38 PM     Click Here to See the Profile for Ulala   Click Here to Email Ulala     Edit/Delete Message   Reply w/Quote
Yeah, have a Lilith hiding in there, then use the fire-beam SEXP and watch it blast the crap outta something and surprise the crap outta someone.

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diamondgeezer2000
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Posts: 1616
Registered: Mar 2001

posted 11-05-2001 09:09 AM     Click Here to See the Profile for diamondgeezer2000   Click Here to Email diamondgeezer2000     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by Slasher:
Big long post...


*glances around, blatantly rips-off Slash's idea when no-one's watching*

Hehehe...

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karajorma
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Registered: Jun 2001

posted 11-05-2001 05:34 PM     Click Here to See the Profile for karajorma     Edit/Delete Message   Reply w/Quote
Good idea. Already used it once myself but I`m sure lots of people hadn`t ever thought of it

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karajorma
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posted 01-16-2002 07:13 AM     Click Here to See the Profile for karajorma     Edit/Delete Message   Reply w/Quote
I`ve mentioned this post 3 or 4 times on the other board so I thought it was worth bumping.

Good info for both newbies and vets on this topic

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LtNarol
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Posts: 63
Registered: Dec 2001

posted 01-17-2002 06:04 PM     Click Here to See the Profile for LtNarol   Click Here to Email LtNarol     Edit/Delete Message   Reply w/Quote
well heres an idea for the repair beam that doesnt involve any hacking. use whatever beam you like, if you're going to be "repairing a deimos for example, make an argo of nostile iff, set it to invunerable. toggle the misc settings so that it cannot be selected, then use the SEXP fire beam on the repair ship so that the repair ship fires into the deimos to try to get at the argo. The deimos will have to be invunerable and not moving for this to work right...thats a drawback...

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diamondgeezer2000
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posted 01-18-2002 04:12 AM     Click Here to See the Profile for diamondgeezer2000   Click Here to Email diamondgeezer2000     Edit/Delete Message   Reply w/Quote
Hmmm, trick o' the week, let's see...

I know - if you plan on FREDding some, buy yourself a punch-proof monitor, to ease later financial stress and trips to the local casuality department.

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unkown target
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Registered: Feb 2001

posted 01-18-2002 02:04 PM     Click Here to See the Profile for unkown target     Edit/Delete Message   Reply w/Quote
This isn't really a trick, but it's more like a tip:
When creating a mission, do your BEST to make sure it's not a simple cap-ship duke-out.
Missions get VERY boring, VERY fast this way.

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LtNarol
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Posts: 63
Registered: Dec 2001

posted 01-18-2002 11:03 PM     Click Here to See the Profile for LtNarol   Click Here to Email LtNarol     Edit/Delete Message   Reply w/Quote
hi, i could use some help...i've been trying to fix one mission i created.

Everytime i commit to go into the mission, it freezes. The mission has about 11 other friendly fighters, 1 transport, 1 rakshasa, 1 moloch, 1 demon, 1 ravana, and 24 dragons.

The dragons no longer have missiles and player team loadout is very limited, no support.

The sticky part is that this mission originally worked with far more stuff in it, then i refined it as i got better with FRED and killed a lot of enemy fighter wings. (no errors on error checker by the way)

If anyone can help, please let me know here or contact me at sgchicken@yahoo.com

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LtNarol, Commanding officer 158th Banshee Squadron www.geocities.com/sgchicken

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Brummel
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posted 01-19-2002 03:21 AM     Click Here to See the Profile for Brummel   Click Here to Email Brummel     Edit/Delete Message   Reply w/Quote
don't know if this is already mentioned, but it makes work easier:

if you set the mission type tag to 11 (text editor) it is listed and can be played as multi AND as single player mission as well. Having done, in Fred both mission types will show the "checked" but you shouldn't change this in Fred anymore .

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Who wants to live for ever? We can't live for ever...

DE-Brummelkiller
Squadleader
PXO Rear Admiral

http://www.dark-enforcers.de/
webmaster@dark-enforcers.de

[This message has been edited by Brummel (edited 01-19-2002).]

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TurboNed
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Registered: Mar 2002

posted 03-20-2002 12:41 PM     Click Here to See the Profile for TurboNed     Edit/Delete Message   Reply w/Quote
Heya, folks. I'm a newbie FRED2 editor, and I just stumpled across this thread. I figured I should *BUMP* it, and while I was at it I'd thank everyone for all the cool tips contained herein.

And now, for the record, I would like to make the following statements.

I have read the beamFAQ.
I have done the walkthrough mission. I even recorded (cheesy) .wav files for the briefing, debriefing, mission-speech, etc. I expanded upon the debriefing too, 'cause the one they provided in the walkthrough wasn't detailed enough for me. (-:
I have some questions about FRED2/FS2, but I'm searching the forum first (which is why I stumbled across this thread. <grin> )

I just throught those statements would be handy to have out in the clear. (-:

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_______________________
The answer? Why, it's a plain and simple fourty-two.

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Redfang
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posted 03-20-2002 12:58 PM     Click Here to See the Profile for Redfang   Click Here to Email Redfang     Edit/Delete Message   Reply w/Quote
WELCOME TO THE VBB!

Good, this thread was actually worth of bump.

But, too bad Slasher is gone.

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karajorma
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posted 03-20-2002 02:09 PM     Click Here to See the Profile for karajorma     Edit/Delete Message   Reply w/Quote
And just once in a great while you see a newbie who does everything right!

Welcome to the VBB. You may find some of the links in my FAQ useful (especially if you don`t have VPView yet)

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Want to know all about FS3? Problems with FRED2? Finished FS2 and looking for a new challenge? Wondering how to get past a difficult mission? Read this A VBB FAQ. Some FS Questions Answered

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TurboNed
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posted 03-20-2002 03:08 PM     Click Here to See the Profile for TurboNed     Edit/Delete Message   Reply w/Quote
quote:
Welcome to the VBB. You may find some of the links in my FAQ useful (especially if you don`t have VPView yet)

Been there, done that. What's your deal on T-Shirts? (-:

--TurboNed

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_______________________
The answer? Why, it's a plain and simple fourty-two.

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diamondgeezer2000
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posted 03-20-2002 04:25 PM     Click Here to See the Profile for diamondgeezer2000   Click Here to Email diamondgeezer2000     Edit/Delete Message   Reply w/Quote
Trick o' the week:

This is prolly not new, but I only just figured it out so I thought I'd let any newbies listening in on it - make Alpha wing launch from the docking bay of a carrier, and you'll automatically start in there. No fart-arseing about trying to position your fighters in there! Mint!

Also, I proved that you can make the player enter a docking bay to end a mission. Give the carrier the 'don't collide invisible' tag. then stick a waypoint in the bay. When its appropriate, tell it when waypoints done red-alert. Sort of works...

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Sesquipedalian
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Registered: Oct 2001

posted 03-20-2002 07:04 PM     Click Here to See the Profile for Sesquipedalian   Click Here to Email Sesquipedalian     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by diamondgeezer2000:
Also, I proved that you can make the player enter a docking bay to end a mission. Give the carrier the 'don't collide invisible' tag. then stick a waypoint in the bay. When its appropriate, tell it when waypoints done red-alert. Sort of works...

Good one

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Sesqu... Sesqui... what?
Sesquipedalian, the best word in the English language.

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FALKENTHEVULCAN
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posted 03-24-2002 10:36 PM     Click Here to See the Profile for FALKENTHEVULCAN   Click Here to Email FALKENTHEVULCAN     Edit/Delete Message   Reply w/Quote
Here is one for ya,
I had a mission where I had 4 bombers attempt to destroy a Rakshasa ship. They however kept getting killed, So I made a "Shield" Ship Charybdis class to follow a set waypoint path along with them. As Long as they stayed close enough to it they were invulnerable. If they strayed to far from it they became vulnerable again. Along with other ships and fighters the mission was great. Until the "Shield" Ship was destroyed, then all hell broke out.

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KillMaster
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posted 03-27-2002 03:48 PM     Click Here to See the Profile for KillMaster   Click Here to Email KillMaster     Edit/Delete Message   Reply w/Quote
Wheehee he he heee now your tricks are mine hee he hee I shall use them in my own campaign and therefore rule the world!!!!

Sorry, back to business.

This is not really a technical trick, but more of scenaristic trick.

I wanted to make a mission where the player felt like he or she was in hell. To obtain such a result, ingredients like random explosions everywhere, huge obstacles hidden by in the nebula, and an ultra dense asteroid field were needed.

The problem was for the asteroid field. Since Fred2 won't allow more than 250 asteroids at the same time, to get the impression of density, you must restrict the field to a 1000/1000 square or less, so the asteroids are a danger even to fighters.

BUT, passed this perimeter, no more asteroids. Well, no big deal. First, set the mission in a nebula, so the field range won't be visible. Then, create an event that destroy the player ship when it reaches a range where the field has no more action. To do this, place a nav bouy at the exact center of the field. When the player is more than, say, 1500 meters from the nav bouy, then so long pal...

You can invoke the pressure, for example. The navbouy may send warning messages, like "High pressure. Hull failure imminent" when the player is near the limit range. Plus it will indicate the right direction.

The result: with his or her playground restricted like this, the player will be forced to fight between LOTS of asteroids and have dogfights that will make the pursuit in "Starwars: The Empire strikes back" some nice and quiet vacations in comparison.

Hint: If you call the nav bouy "WARNING", you will get messages like: "WARNING: Hull failure imminent". Just like an onboard computer. Ain't it nice?

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Does it breathe? KILL IT!

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Hippo
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Registered: Jul 2001

posted 03-27-2002 03:57 PM     Click Here to See the Profile for Hippo     Edit/Delete Message   Reply w/Quote
Nav bouys can't send messages, I tried that already...

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Do not engauge, repeat...<incoming transmission> *thump--thump--thump--thump-thump-thump-thump-thump. All right, y'a had your fun.

Stop laughing copilot!

Yes I know Shivannode, don't flame him too much...

I'm happy now, I finally found th FS1 disk, and Silent Threat!!! I am happy now!!! :D :D :D :D :D :D :D

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KillMaster
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posted 03-27-2002 04:20 PM     Click Here to See the Profile for KillMaster   Click Here to Email KillMaster     Edit/Delete Message   Reply w/Quote
Oops, sorry. You are right. In fact I used this little pyramid shapen object, called "SDJ Sathanas". Just below the Sathanas in the list.

My mistake, thanks for the correction

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Does it breathe? KILL IT!

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Hippo
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Registered: Jul 2001

posted 03-28-2002 01:48 PM     Click Here to See the Profile for Hippo     Edit/Delete Message   Reply w/Quote
The SJD Sathanas is a Sathanas in the distance, used to make the player see Sathanas' on the target view, but save frame rate and polys, they are used in the last loop mission, and all the missions that there are Sathanas' around the Capella sun.

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Do not engauge, repeat...<incoming transmission> *thump--thump--thump--thump-thump-thump-thump-thump. All right, y'a had your fun.

Stop laughing copilot!

Yes I know Shivannode, don't flame him too much...

I'm happy now, I finally found th FS1 disk, and Silent Threat!!! I am happy now!!! :D :D :D :D :D :D :D

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Hippo
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posted 03-28-2002 01:51 PM     Click Here to See the Profile for Hippo     Edit/Delete Message   Reply w/Quote
Sorry, double post... *bump*
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Do not engauge, repeat...<incoming transmission> *thump--thump--thump--thump-thump-thump-thump-thump. All right, y'a had your fun.

Stop laughing copilot!

Yes I know Shivannode, don't flame him too much...

I'm happy now, I finally found the FS1 disk, and Silent Threat!!! I am happy now!!!

[This message has been edited by Hippo (edited 03-28-2002).]

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diamondgeezer2000
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Registered: Mar 2001

posted 03-30-2002 04:50 AM     Click Here to See the Profile for diamondgeezer2000   Click Here to Email diamondgeezer2000     Edit/Delete Message   Reply w/Quote
Hippo does it again

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