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Phantom
Murdock
Registered: May 2001
Location: Scotland
Posts: 163 |
FRED 2 help required
I am trying to make a mission which requires a Nova NOT to
fire upon an enemy ship, but I still want the enemy ship to
be attacked by fighters. I also want the Nova to defend itself
against other attacks so I don't want to shut down its turrets.
I can't figure out a way of doing this. If it were a normal freespace
mission I would just beam protect the ship but as the Nova
doesn't have beams this won't work.
I'd be grateful for any ideas.
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10-22-2001 07:22 AM |
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Darkblade
Babylon Project

Registered: Dec 2000
Location: Finland
Posts: 599 |
I'm not completely sure if this is possible... we need IceFire's attention here. Try to e-mail him at icefire@telefragged.com and ask this...
In my opinion there is no way to block that Nova fires this ship... though try to put add-goal / ignore-target (if it's possible to put to cruisers ) to the Nova and see what happens...
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Mauri "Darkblade" Majanoja
"Damn it people, I'm the official party pooper, not a mission designer!"
Mission designer - [url="http://freespace.volitionwatch.com/babylon"]Freespace 2 : The Babylon Project[/url]
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10-22-2001 08:12 AM |
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Phantom
Murdock
Registered: May 2001
Location: Scotland
Posts: 163 |
I don't know if you can do it for cruisers either but it is worth
a try. Thanks.
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10-22-2001 12:30 PM |
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Black Sheep 2000
Sound Wannabe

Registered: Jan 2001
Location: Mönchengladbach, NRW, Germany
Posts: 2886 |
Should work with "ignore target"...otherwise only place the attacking vessel out of range! 
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HAMLET RULEZ!!
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10-22-2001 03:53 PM |
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392 |
Ignore target orders for the Nova should work fine. The fighters should still attack it.
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- 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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10-22-2001 07:32 PM |
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Kazan
Babylon Project

Registered: Aug 2000
Location: Cedar Rapids, Iowa, United States
Posts: 1016 |
protect-ship should work too..
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10-22-2001 07:35 PM |
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392 |
No it wouldn't because then the fighters would disregard the target as well.
He wants the Nova to not target the enemy capital ship but the fighters to engage it.
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- 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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10-22-2001 08:33 PM |
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290 |
According to a [url=http://vbb.volition-inc.com/ubb/Forum6/HTML/002205.html]post made on the FRED2 VBB forum[/url], Ignore Ship only works on fighters and bombers.
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Farewell to the VBB
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10-23-2001 12:39 AM |
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392 |
Yes yes, I am forgetting.
Okay, so you can't do that.
I'd restructure the mission so that this doesn't have the happen. Either the Nova is farther away at the time, not present, or its firing at the other ship.
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- 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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10-23-2001 12:41 AM |
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Phantom
Murdock
Registered: May 2001
Location: Scotland
Posts: 163 |
Ok the only way I can restructure the mission and keep it
reasonably close to what I had in mind is if I keep the Nova
out of range for a while then bring it in. But I can't get that to
work either. I tried caping a waypoint speed of 0 but it ignored
that. I then gave it original orders to stay still but then I couldn't
get it to move after that. I am beginning to feel this mission
is just not meant to work. But, again, any ideas welcome.
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10-23-2001 07:29 AM |
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Phantom
Murdock
Registered: May 2001
Location: Scotland
Posts: 163 |
Has there been a post already listing the weapon ranges?
I did a quick search and couldn't find one, it would be helpful
if there was a listing somewhere.
Does the weapons table give ranges? I would check it myself but
I'm at work just now.
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10-23-2001 07:38 AM |
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Prophet
Murdock
Registered: Feb 2001
Location: Joutsa, Finland
Posts: 564 |
quote: Originally posted by Phantom
Ok the only way I can restructure the mission and keep it
reasonably close to what I had in mind is if I keep the Nova
out of range for a while then bring it in. But I can't get that to
work either. I tried caping a waypoint speed of 0 but it ignored
that. I then gave it original orders to stay still but then I couldn't
get it to move after that. I am beginning to feel this mission
is just not meant to work. But, again, any ideas welcome.
How about this...
Give it no orders at all, the Nova will stay still and will go nowhere. Or if you want it to move, put waypoints and order it to move... That is simple. Yes?
Now, when you want it to move closer, just add waypoints and set event that tells it to do so. Like: 'add-goal' -> 'ai-waypoints-once'... So when something happens the Nova gets new orders to follow the waypoints which bring it to the battle...
Hope it helps 
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Creator of Movements in the Mist campaign
Oh ****! Those idiots did it.
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10-23-2001 02:22 PM |
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Phantom
Murdock
Registered: May 2001
Location: Scotland
Posts: 163 |
quote: Originally posted by Prophet
How about this...
Give it no orders at all, the Nova will stay still and will go nowhere. Or if you want it to move, put waypoints and order it to move... That is simple. Yes?
Now, when you want it to move closer, just add waypoints and set event that tells it to do so. Like: 'add-goal' -> 'ai-waypoints-once'... So when something happens the Nova gets new orders to follow the waypoints which bring it to the battle...
Hope it helps
That worked a treat. I spent so long thinking about all the
different events I could do, giving it no orders never even
occured to me. Now I can spend some time tweaking the
playability and making it look better.
Thanks. 
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10-24-2001 06:59 PM |
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Prophet
Murdock
Registered: Feb 2001
Location: Joutsa, Finland
Posts: 564 |
Glad I could help... Im looking forward to play this mission of yours some day... 
__________________
"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.
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10-24-2001 07:29 PM |
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Black Sheep 2000
Sound Wannabe

Registered: Jan 2001
Location: Mönchengladbach, NRW, Germany
Posts: 2886 |
What about this:
Leave the freighters on "protect ship" and give then the fighters and bombers the goal (via Operator "add-goal") the order to attack the vessel...I guess it should work...
__________________
"Something is rotten in the state of Denmark..."
HAMLET RULEZ!!
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10-25-2001 08:12 PM |
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392 |
Clear-goals will remove the stay still order as well.
Calculate range of a weapon by doing this.
Speed * Duration = Range
500m/s shot with 10 seconds duration is 5000 meters.
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- 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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10-26-2001 12:06 AM |
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Phantom
Murdock
Registered: May 2001
Location: Scotland
Posts: 163 |
Thanks for all the help guys. I think I have enough new ideas now
that if I can't get it to work it will just be down to my own
stupidity. 
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10-26-2001 07:16 AM |
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Ranger_Chris61
I'm New! Laugh At Me!
Registered: Jun 2001
Location:
Posts: 11 |
I also have a fred 2 proble. I tried creating a mission with sharlins, but they just sit there and they don't use their beams. How the hell do you get them to use their beams?
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10-27-2001 02:17 PM |
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mobvekhar
Murdock
Registered: Oct 2001
Location: Netherlands
Posts: 256 |
make an event with Beam-free-all
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10-27-2001 02:46 PM |
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