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-- A Question of Fighter Jumps (https://volitionwatch.game-warden.com/vwbb/showthread.php?threadid=9115)


Posted by Trivial Psychic on 06-14-2003 06:58 AM:

A Question of Fighter Jumps

OK. I haven't played TBP at all... mostly since I don't have the space, and I'm working on my own campaign for regular Freespace. As a result, this question may be totaly stupid to ask from the perspective of a regular player.

Since in Freespace fighters can jump, but in B5 they can't, the obvious way to do things would be to wait until a capital ship has exited hyperspace before launching fighters. However, its seen in multiple instances on the show, that fighters often exit hyperspace from the same jump point as their associated capital ship. Have you found a way to recreate this in TBP?

Later!

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Posted by Lt. Cannonfodder on 06-14-2003 07:47 AM:

It's actually quite easy to recreate in FRED. All you have to do is put the fighters jump in near the capship, with warp effect turned of. To player, it looks like they all came from the same jump point.

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Posted by Don Buergit on 06-14-2003 11:34 AM:

Good idea... but that is jump in!

what about jump out?

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Posted by Triggy on 06-14-2003 11:37 AM:

For player jumping out: You disable jumping until a specific point in the mission when you want the player to jump out with the mother ship. Then you warp-out-enable, possibly with a facing command too. Disable warp effect and trigger the capital ship's departure cue to be when player presses Alt-J.

For other fighters jumping out: Same as above but simply have a preset event instead of pressing Alt-J.

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Posted by Ghostavo on 06-14-2003 12:30 PM:

Or..........

you could do as Triggy said, but...add a red alert event when the ship is in the middle of the warp!

I hate seeing fighters with warp animations... it's wierd.
But unfortunately, there is no other way

or is there?

P.S.
Is there any way to "boost" the warp animation when a fighter is about to jump near a gate?

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Posted by Lady Rose on 06-14-2003 12:42 PM:

quote:
Originally posted by Triggy
For player jumping out: You disable jumping until a specific point in the mission when you want the player to jump out with the mother ship. Then you warp-out-enable, possibly with a facing command too. Disable warp effect and trigger the capital ship's departure cue to be when player presses Alt-J.

For other fighters jumping out: Same as above but simply have a preset event instead of pressing Alt-J.



Yes that is best thing to do, just add there No warp effect and voila. Wasn't it Triggy your mission, the Breaktrough where was this?

Ghostavo, just click on Depart cue of ship: No warp effect and it just vanishes (as Alpha 1 it ends soon after pressing Alt-J, with voice of warp engine heating up).

Ad jumpgate boosting effect (to make it huge) add in wanted place a Nova and put it enter in when wanted and after 1 second arrival make it vanish with SEXPs.

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Posted by Mr. Fury on 06-14-2003 04:14 PM:

It is howewer preferrable to use warp anims on fighters. When not used, there is a small possibility that final events may not be processed, because mission may end before the events should have been processed. It's a rare enough problem for most missions but still.

So, if mission ends without having a debriefing or some of the goals being true or false (assuming you've got those correctly), try enabling warp anims for player and player wing. It's a cheap fix but it works.

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Posted by Triggy on 06-15-2003 10:03 AM:

Well remembered Lady Rose - that was a long time ago I made that mission!

Yeah I have indeed done that exact procedure in the Breakthrough mission and it worked, as it has done for all the other missions I have created. However Mr. Fury may well be right so just keep an eye open. Of course careful scripting in the events should avoid this problem anyway.

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Posted by Trivial Psychic on 06-16-2003 04:27 AM:

Thanks for all your responses ppl, though I don't think this would quite recreate the same effect as on the show of fighters departing through the same jump point. I'm not sure if the designers have managed to create the visual effect of a ship accellerating into the jump point light cone. Perhaps an ai-command could be created specifically for TBP like "jump-with-ship" or depart-with-ship" that would tell a ship to position itself so that it can jump out with the ship its tied to. The lead jumping ship would need to be able to create solo jump points, so you wouldn't be able to select a fighter (unless its Vorlon) as the lead jumper. You would then be able to add an infinite number of ships to jump with the lead ship. If the selected ships can't do solo jumps like fighters or shuttles, they would need to stop what they're doing and fly towards the cap-ship so that they move into position at the exact time the ship jumps. If a ship in the list is can do solo jumps but is still tied to a cap-ship or other, they would just follow it into the same jump point, the explanation being that its jump engines are keeping the point open after the lead ship has departed. I'm not sure if that made sense.

On a somewhat different note, I've got a question regarding certain ships that have yet to be introduced into TBP. I'd start another topic, but why clutter up the main screen? When the Vorlon ships, Shadow ships, and the White Star are introduced, will there be an automatic ability for said ships to regenerate subsystem or hull dammage? I know that there are sexps in FRED for things like this, but since these ships are designed to do it automatically, you might want it to occur whether you script it or not. Perhaps there might be a box in FRED like with shields, that allows you to disable it for a mission if you need it to.

Later!

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