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Posted by Nenlaven on 04-19-2002 04:05 PM:

Question Bug or am I just stupid?

I created a quick test mission last night after loading up FRED, and I was able to place ships, cues, everything without a hitch, but when I actually started the mission, none of the friendly ships had weapons.

I went back into FRED several times and no matter how often I modified the Team Loadout screen and resaved, it would never grant weapons to my ships. These were regular weapons, not trying anything wacky.

Could it have something to do with my installation being on the d: drive rather than c: or is it just more likely that I messed something up?

Thanks


Posted by Nenlaven on 04-19-2002 04:05 PM:

Question Bug or am I just stupid?

I created a quick test mission last night after loading up FRED, and I was able to place ships, cues, everything without a hitch, but when I actually started the mission, none of the friendly ships had weapons.

I went back into FRED several times and no matter how often I modified the Team Loadout screen and resaved, it would never grant weapons to my ships. These were regular weapons, not trying anything wacky.

Could it have something to do with my installation being on the d: drive rather than c: or is it just more likely that I messed something up?

Thanks


Posted by F S W on 04-19-2002 07:05 PM:

Arrow You probably know this but just to be sure...

With team loadout it doesn't give the weapons to your ships: it gives you the option of having them in the loadout section of the briefing room. You can only use this screen to change the loadout for Alpha, Beta and Gamma wings.

If you want ships to have some weapons by default, select them, click on Editors, go to Ships and then click on the Weapons button.

__________________
Red? Kill!


Posted by F S W on 04-19-2002 07:05 PM:

Arrow You probably know this but just to be sure...

With team loadout it doesn't give the weapons to your ships: it gives you the option of having them in the loadout section of the briefing room. You can only use this screen to change the loadout for Alpha, Beta and Gamma wings.

If you want ships to have some weapons by default, select them, click on Editors, go to Ships and then click on the Weapons button.

__________________
Red? Kill!


Posted by BabProj Team on 04-19-2002 07:26 PM:

Double check the number of weapons granted. An allowed Tornado missile I don't think is going to show up if you have 0 missiles available.

__________________
- The Babylon Project Team


Posted by IceFire on 04-19-2002 07:26 PM:

Double check the number of weapons granted. An allowed Tornado missile I don't think is going to show up if you have 0 missiles available.

__________________
- IceFire
Volition Watch Project Manager
[url=http://www.volitionwatch.com]Volition Watch[/url], [url=http://freespace.volitionwatch.com/blackwater]BlackWater Operations[/url], [url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url], [url=http://terra.sourceforge.net]Machina Terra[/url], [url=http://www.3dap.com/hlp/hosted/ott/]Over The Top[/url]


Posted by karajorma on 04-19-2002 07:32 PM:

Hang on a second. They had NO weapons? Fred automatically assigns default weapons to a ship ignoring what is in the team loadout so you ships should be armed unless you deliberately took them out.

Did you make this test mission part of a campaign? If so THAT is probably where the error lies.
The campaign editor's team loadout overrides the mission editors one. In a campaign you aren`t allowed to use ANY weapon or ship until it has been ticked in the campaign editors team loadout or added in a previous mission by the allow-weapon SEXP.

If you`re writing missions it's best to ignore the campaign editor until you`ve finished them all anyway
By ignoring the campaign editor until you`ve finished you can test any mission by going to the flight simulator in the tech room.
The only time you'll really need the campaign editor before you`ve finished your entire campaign is if you write red alert missions.


Posted by karajorma on 04-19-2002 07:32 PM:

Hang on a second. They had NO weapons? Fred automatically assigns default weapons to a ship ignoring what is in the team loadout so you ships should be armed unless you deliberately took them out.

Did you make this test mission part of a campaign? If so THAT is probably where the error lies.
The campaign editor's team loadout overrides the mission editors one. In a campaign you aren`t allowed to use ANY weapon or ship until it has been ticked in the campaign editors team loadout or added in a previous mission by the allow-weapon SEXP.

If you`re writing missions it's best to ignore the campaign editor until you`ve finished them all anyway
By ignoring the campaign editor until you`ve finished you can test any mission by going to the flight simulator in the tech room.
The only time you'll really need the campaign editor before you`ve finished your entire campaign is if you write red alert missions.


Posted by Nenlaven on 04-19-2002 08:15 PM:

karajorma sounds like you are right on the money. I had included the mission as part of a test campaign, and had not done any weapons pool editing in the campaign itself.

I did it cause I couldn't figure out how to test missions OUTSIDE of a campaign. Maybe you can do it by making it a MP mission and then going into multiplayer mode and playing it there?

Thanks for the help


Posted by Nenlaven on 04-19-2002 08:15 PM:

karajorma sounds like you are right on the money. I had included the mission as part of a test campaign, and had not done any weapons pool editing in the campaign itself.

I did it cause I couldn't figure out how to test missions OUTSIDE of a campaign. Maybe you can do it by making it a MP mission and then going into multiplayer mode and playing it there?

Thanks for the help


Posted by Cetanu on 04-19-2002 08:28 PM:

quote:
Originally posted by Nenlaven
Maybe you can do it by making it a MP mission and then going into multiplayer mode and playing it there?


The multiplayer testing works too.
But if you want to test a singleplayer mission go to the Tech Room and choose the Mission Simulator

__________________
Work is the curse of the drinking class
Keeper of [url=http://165thbdhr.com/]BDHR's[/url] Holy Grail of Beer
All valid FS2 multiplayer [url=http://165thbdhr.com/html/fs2m.asp]missions[/url] for PXO


Posted by Cetanu on 04-19-2002 08:28 PM:

quote:
Originally posted by Nenlaven
Maybe you can do it by making it a MP mission and then going into multiplayer mode and playing it there?


The multiplayer testing works too.
But if you want to test a singleplayer mission go to the Tech Room and choose the Mission Simulator

__________________
Work is the curse of the drinking class
Keeper of [url=http://165thbdhr.com/]BDHR's[/url] Holy Grail of Beer
All valid FS2 multiplayer [url=http://165thbdhr.com/html/fs2m.asp]missions[/url] for PXO


Posted by Nenlaven on 04-19-2002 08:30 PM:

Ahh thanks again. 2 or 3 years away from a game can make you forget stuff pretty quick. Hopefully with Silent Threat and FS2 on their way from eBay I will get back in the groove.

Thanks again guys.


Posted by Nenlaven on 04-19-2002 08:30 PM:

Ahh thanks again. 2 or 3 years away from a game can make you forget stuff pretty quick. Hopefully with Silent Threat and FS2 on their way from eBay I will get back in the groove.

Thanks again guys.


Posted by GalacticEmperor on 04-19-2002 10:19 PM:

quote:
Originally posted by Nenlaven
Hopefully with Silent Threat and FS2 on their way from eBay I will get back in the groove.



*cough cough* PORT!!!!!!! *cough*

__________________
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-Woolie Wool

Galemp, you should be shoved into the intake of a Boeing 777.
-Mikhael, upon seeing my [url=http://dynamic4.gamespy.com/~freespace/forums/showthread.php?s=&threadid=19105]FS uglies[/url]

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Posted by GalacticEmperor on 04-19-2002 10:19 PM:

quote:
Originally posted by Nenlaven
Hopefully with Silent Threat and FS2 on their way from eBay I will get back in the groove.



*cough cough* PORT!!!!!!! *cough*

__________________
Do Vasudans have teeth?
-Petrarch

[url=http://www.3dap.com/hlp/hosted/fsport/]Revisit the Great War at the Freespace Port![/url]


Posted by DTP on 04-24-2002 02:30 AM:

Oh and i just finished Insignias on those 5 FS1 ships that where not included in FS2, and guees what a realy shielded Lucifer where the shield conforms to the hull.a 2500+ polygon shield.

Expect a new version release soon, When GE gets out of Real-life again.

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

__________________
Think Big
Invade Space
---------
Staff modeller on FS1 port
http://www.3dap.com/hlp/hosted/fsport/


Posted by DTP on 04-24-2002 02:30 AM:

Oh and i just finished Insignias on those 5 FS1 ships that where not included in FS2, and guees what a realy shielded Lucifer where the shield conforms to the hull.a 2500+ polygon shield.

Expect a new version release soon, When GE gets out of Real-life again.

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

__________________
Think Big
Invade Space
---------
Staff modeller on FS1 port
http://www.3dap.com/hlp/hosted/fsport/


Posted by BabProj Team on 04-24-2002 03:25 AM:

Don't think you can do 2500 polygon shields. The subobj limit is 750-800 I believe. And that goes for Shields too.

__________________
- The Babylon Project Team


Posted by IceFire on 04-24-2002 03:25 AM:

Don't think you can do 2500 polygon shields. The subobj limit is 750-800 I believe. And that goes for Shields too.

__________________
- IceFire
Volition Watch Project Manager
[url=http://www.volitionwatch.com]Volition Watch[/url], [url=http://freespace.volitionwatch.com/blackwater]BlackWater Operations[/url], [url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url], [url=http://terra.sourceforge.net]Machina Terra[/url], [url=http://www.3dap.com/hlp/hosted/ott/]Over The Top[/url]


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