![]() |
Pages (2): [1] 2 » Show all 34 posts from this thread on one page |
VWBB (https://volitionwatch.game-warden.com/vwbb/index.php)
- The Babylon Project (https://volitionwatch.game-warden.com/vwbb/forumdisplay.php?forumid=16)
-- Jump Points (https://volitionwatch.game-warden.com/vwbb/showthread.php?threadid=4994)
Jump Points
I was just playing the original FS2 campaign, and I noticed something. When the Iceni jumps at the Knossos, it's jump point is more of a greenish color than the standard one that every other ship uses. Does this mean FS2 can support the use of more than one jump point after all?
__________________
Please don't hold our president against us-it's not like we voted for him.
Re: Jump Points
quote:
Originally posted by FlakBait
I was just playing the original FS2 campaign, and I noticed something. When the Iceni jumps at the Knossos, it's jump point is more of a greenish color than the standard one that every other ship uses. Does this mean FS2 can support the use of more than one jump point after all?
The impossible bit without the source code is to attribute the bluejump point to jumping in and yellow for jumping out. With just some using the yellow ones as appropriate and most others using the blue one it would have been inconsistent and looked stupid.
Another problem is not having multiple ships jumping throught the same vortex. If this could be done then you wouldn't have all of the hassle warp-enabling your Starfury at the appropriate time 
__________________
When the final reckoning comes only the damned will be there to see it.
Question answered, thanks.
__________________
Please don't hold our president against us-it's not like we voted for him.
quote:
Originally posted by Triggy
Another problem is not having multiple ships jumping throught the same vortex.
), I made 2 wings of delta fighters come from a single big vortex. It's easy and looks good 
__________________
"I'm not saying anything. I didn't say anything then, and I'm not saying anything now." -Dukath
FREDer for [url=http://www.hot.ee/honorofomega/index.htm]Honour of Omega[/url]
Creator of Movements in the Mist campaign
Oh ****! Those idiots did it.
That is a nice trick that solves a few problems, but of course the player jumping out problem still remains. Most times this can be dealt with by being quite specific about where the player has to be to jump out and having no jump ani for the player's ship.
__________________
When the final reckoning comes only the damned will be there to see it.
Speaking of jumppoints, I managed to make the so-called "bonehead maneuver" in the game. Someone asked it a while ago so I decided to try it out. Here's how it works:
First make a beam, that has a jumppoint as the explosion ani, then give that to a ship. Make a ship jump out with the special warp, and time another ship to fire that beam at it just before it enters the vortex, then all we need is a creative use of self-destructing and "kamikaze". Of course that beam must be invisible, and make no sound.
well, presuming the special warp flag works and causes no problems, switch it so that the regular jump ani is the yellow jump out one, and flag all ships that jump in with the special warp.
This makes it so that you can only have ships jump in or out, and not both though.
__________________
Forgive my stupidity.
---
The Fish Institution
http://www.fishinstitution.com
Not true, Xaphod_x
I just made a test mission in which a Nova jumpes in from Hyperspace through a blue jumppoint, and 15 seconds later the exact same Nova jumps out through a yellow jumppoint.
Mission is maybe a big word(it lasts only 40 seconds) 
But it's not impossible to use 2 kind of jumppoints for the same ship in 1 mission.
and what was the setup time to do all this ? are there limiting factors ?
__________________
[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)
[url=http://www.b5mods.com]Great Wars - Homeworld[/url]
No limits, you can do it for every ship
just need an extra event that becomes true just before the ship jumps out:
-condition(must become true short before jump)
-special-warpout-name
-Nova 1(name of the ship)
-Nova 1(same name)
and the special warp box must be checked(In the ship-edit screen)
Now if the ship jumps in the point will be blue and if it jumps out it will be yellow (in my case at least)
Unfortunately, in all of my experiments, that special warpout was not always activated despite the fact that events clearly labled it as....and numerous times it would work in one case and not in another.
__________________
- 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]
Thanks for that Starkiller, I'll now be using that in all of the missions I make, as I hope everyone else will 
I still think that the flash of white in the centre of the vortex still needs to be changed (I think the team are already doing this though).
__________________
When the final reckoning comes only the damned will be there to see it.
quote:
Originally posted by Triggy
Thanks for that Starkiller, I'll now be using that in all of the missions I make, as I hope everyone else will
I still think that the flash of white in the centre of the vortex still needs to be changed (I think the team are already doing this though).
remember you guys are running up against FS2 engine limitations. These guys cannot magically change the engine to suit their every need. There's a very small limit to what you can tinker around with regarding jumpouts...up to and including the player's ship must warpout, regardless of "Starfuries don't do that!" ... so you got it to work once; great. If you go build a mission and it works flawlessly; even better. E-mail the team about it. But if they try it and it doesn't work ... sorry. It won't happen, then. 
__________________
[url="http://www.dopefish.com"]swim...swim...hungry...[/url]
Well, I'm just glad it works for me.. 
Next time I have a question I'll just email a team member. It'll save every-one some time.
__________________
Please don't hold our president against us-it's not like we voted for him.

I think there might be some room for a bit of a change to the jump point glow, but nothing huge.
__________________
- 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]
perhaps we could make something similar to the lens flare effect that's in B5 - the glows caused by the light reflecting of the lens
__________________
Forgive my stupidity.
---
The Fish Institution
http://www.fishinstitution.com
I too experienced the same problem the TBP team had when experimenting with the Special Warp. The result I got seemed totally arbitrary; sometimes it worked flawlessly and other times I got the regular blue jumpout ani.
| All times are EST. The time now is 10:42 PM. | Pages (2): [1] 2 » Show all 34 posts from this thread on one page |
Powered by: vBulletin Version 2.2.6
Copyright © Jelsoft Enterprises Limited 2000, 2001.