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Cuttenslise
I'm New! Laugh At Me!

Registered: Nov 2002
Location: Southampton, England
Posts: 31

Fred (Fred 2) Forums

Are there any FRED / FRED2 forums out there? I have a FRED 2 query, which I cannot find an answer to in the sources that I have checked.

My query is this: how do you detect a hit on a capital ship's hangar, as on both the Shivan Sathanas class and Ravana class the fighterbay does not have a damage indicator. This is important, as if the fighterbay gets hit by a helios, it won't be launching any fighters.

Any help to both the above would be appreciated.

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Old Post 11-26-2002 12:35 PM
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Cuttenslise
I'm New! Laugh At Me!

Registered: Nov 2002
Location: Southampton, England
Posts: 31

Fred (Fred 2) Forums

Are there any FRED / FRED2 forums out there? I have a FRED 2 query, which I cannot find an answer to in the sources that I have checked.

My query is this: how do you detect a hit on a capital ship's hangar, as on both the Shivan Sathanas class and Ravana class the fighterbay does not have a damage indicator. This is important, as if the fighterbay gets hit by a helios, it won't be launching any fighters.

Any help to both the above would be appreciated.

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Old Post 11-26-2002 12:35 PM
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Tar-Palantir
Face

Registered: Aug 2001
Location: The White Tower, Tar Valon
Posts: 130

You might be able to use a SEXP like:

when : Subsystem (fighterbay) < 95%
do: <Whatever you want>

This might work even if those subsystems do not have a damage indicator 'in mission'. Then again this may not work.

__________________
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'Whether or not what you do has the effect you want, it will have three at least you never expected, and one of those usually unpleasant.' - Law of Unintended Consequences

Why not visit the [url=http://www.sectorgame.com/timeofchange/]Time of Change[/url] website?

Or perhaps my own website - [url=http://www.geocities.com/ackleyfarran/]Telencephalon[/url]

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Old Post 11-26-2002 04:44 PM
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Tar-Palantir
Face

Registered: Aug 2001
Location: The White Tower, Tar Valon
Posts: 130

You might be able to use a SEXP like:

when : Subsystem (fighterbay) < 95%
do: <Whatever you want>

This might work even if those subsystems do not have a damage indicator 'in mission'. Then again this may not work.

__________________
'The past tempts us, the present confuses us, and the future frightens us ...and our lives slip away, moment by moment, lost in that vast, terrible in-between.' - Emperor Turhan

'Whether or not what you do has the effect you want, it will have three at least you never expected, and one of those usually unpleasant.' - Law of Unintended Consequences

Why not visit the [url=http://www.sectorgame.com/timeofchange/]Time of Change[/url] website?

Or perhaps my own website - [url=http://www.geocities.com/ackleyfarran/]Telencephalon[/url]

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Old Post 11-26-2002 04:44 PM
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290

CRAAAAAAAAAAAAAWWLINNNNGGGGG INNNNNN MYYYYYYYYY SKIINNNNNNNNNNNNNN

Hmmm, this is kind of tricky to deal with. If the above doesn't work, the first problem is getting the game to recognize that the fighterbay "has been damaged." You might try this:

Place a GTF Pegasus, the stealth fighter, "inside" the hanger bay of the capital ship in question. By this I mean inside the mesh; be it actually inside the fighterbay itself or deeper in the ship. Just so it can't be seen by the player and is somewhat close to the fighterbay.

Make this Pegasus hostile, give it orders to Play Dead and make sure "No Dynamic Goals" is checked in the Misc. box. Uncheck the "Has Shield System" box in the same menu.

Make an even that becomes true when the Pegasus is destroyed. Now when the Helios impacts the fighterbay, the resulting shockwave will destroy the Pegasus that you placed inside the ship. Note that if the bomb simply impacts near the fighterbay, the same thing will happen, so it's not 100% accurate.

Keeping fighters from launching anymore is a seperate task. Give whatever fighter wings that are supposed to be launched from this capital ship a Departure Cue that becomes true when the aforementioned event becomes true. Make sure "No Warp Effect" is checked.

The fighters in this wing will simply disappear and no more will launch after the fighterbay has been destroyed. Hopefully the player won't notice. You could put some extra fighters out there that won't disappear when the hanger is destroyed (ones that don't launch from the capship, for example) in order to keep the player's attention. Again, not a very clean method, but it works.

Hopefully the Source Code Project could do something about this (hint, hint).

-------------------
P.S. You had to disable the Pegasus' shields so that the Helios, Cyclops, or whatever bomb/torpedo you're using will destroy it immediately. Helios, Cyclops, and other such heavy ordnance have a nominal effect on shields, but are devestating against exposed hull.

P.S.S. You want the Pegasus to be hostile because it will not show up on sensors AT ALL. It's designated as a stealth ship, and stealth ships that are hostile to the player will not show up at all. No blinking dot effect. This is so the player will have no idea what's really going on, all to help simulate the effect of a wrecked fighter bay. Don't worry about the Pegasus doing anything either if you order it to Play Dead.

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

[edit] Oh yeahhhh....

For FRED2 forums, this forum you posted in here is a great place. For a little more activity you can always try [url=http://www.3dap.com/hlp]HLP[/url]. They've got a similar FreeSpace Modding forum there.

[/edit]

Last edited by Slasher on 11-27-2002 at 02:12 AM

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Old Post 11-27-2002 02:05 AM
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290

CRAAAAAAAAAAAAAWWLINNNNGGGGG INNNNNN MYYYYYYYYY SKIINNNNNNNNNNNNNN

Hmmm, this is kind of tricky to deal with. If the above doesn't work, the first problem is getting the game to recognize that the fighterbay "has been damaged." You might try this:

Place a GTF Pegasus, the stealth fighter, "inside" the hanger bay of the capital ship in question. By this I mean inside the mesh; be it actually inside the fighterbay itself or deeper in the ship. Just so it can't be seen by the player and is somewhat close to the fighterbay.

Make this Pegasus hostile, give it orders to Play Dead and make sure "No Dynamic Goals" is checked in the Misc. box. Uncheck the "Has Shield System" box in the same menu.

Make an even that becomes true when the Pegasus is destroyed. Now when the Helios impacts the fighterbay, the resulting shockwave will destroy the Pegasus that you placed inside the ship. Note that if the bomb simply impacts near the fighterbay, the same thing will happen, so it's not 100% accurate.

Keeping fighters from launching anymore is a seperate task. Give whatever fighter wings that are supposed to be launched from this capital ship a Departure Cue that becomes true when the aforementioned event becomes true. Make sure "No Warp Effect" is checked.

The fighters in this wing will simply disappear and no more will launch after the fighterbay has been destroyed. Hopefully the player won't notice. You could put some extra fighters out there that won't disappear when the hanger is destroyed (ones that don't launch from the capship, for example) in order to keep the player's attention. Again, not a very clean method, but it works.

Hopefully the Source Code Project could do something about this (hint, hint).

-------------------
P.S. You had to disable the Pegasus' shields so that the Helios, Cyclops, or whatever bomb/torpedo you're using will destroy it immediately. Helios, Cyclops, and other such heavy ordnance have a nominal effect on shields, but are devestating against exposed hull.

P.S.S. You want the Pegasus to be hostile because it will not show up on sensors AT ALL. It's designated as a stealth ship, and stealth ships that are hostile to the player will not show up at all. No blinking dot effect. This is so the player will have no idea what's really going on, all to help simulate the effect of a wrecked fighter bay. Don't worry about the Pegasus doing anything either if you order it to Play Dead.

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

[edit] Oh yeahhhh....

For FRED2 forums, this forum you posted in here is a great place. For a little more activity you can always try [url=http://www.3dap.com/hlp]HLP[/url]. They've got a similar FreeSpace Modding forum there.

[/edit]

Last edited by Slasher on 11-27-2002 at 02:12 AM

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Old Post 11-27-2002 02:05 AM
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Cuttenslise
I'm New! Laugh At Me!

Registered: Nov 2002
Location: Southampton, England
Posts: 31

Thanks, Slasher, I will give that a try.

I also think that this hangar issue might be something for the Source Code project to investigate. I'll log it with them.

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Old Post 11-27-2002 10:30 AM
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Cuttenslise
I'm New! Laugh At Me!

Registered: Nov 2002
Location: Southampton, England
Posts: 31

Thanks, Slasher, I will give that a try.

I also think that this hangar issue might be something for the Source Code project to investigate. I'll log it with them.

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Old Post 11-27-2002 10:30 AM
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GalacticEmperor
Murdock

Registered: Aug 2001
Location: Imperial Palace, Coruscant
Posts: 272

One little problem, the capship in question won't be able to move. It would give it away.

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Old Post 11-30-2002 10:56 AM
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GalacticEmperor
Murdock

Registered: Aug 2001
Location:
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One little problem, the capship in question won't be able to move. It would give it away.

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Old Post 11-30-2002 10:56 AM
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290

That's definitely a good point. You could always have the stealth ship fly a waypoint path parallel to the capship while staying inside the hanger though. The whole method is rather tedious; source code modifications would be ideal here.

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Old Post 11-30-2002 08:53 PM
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290

That's definitely a good point. You could always have the stealth ship fly a waypoint path parallel to the capship while staying inside the hanger though. The whole method is rather tedious; source code modifications would be ideal here.

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Old Post 11-30-2002 08:53 PM
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karajorma
Murdock

Registered: Jul 2001
Location:
Posts: 1234

quote:
Originally posted by Slasher
That's definitely a good point. You could always have the stealth ship fly a waypoint path parallel to the capship while staying inside the hanger though. The whole method is rather tedious; source code modifications would be ideal here.


I`ve never tried Cap-waypoint speed on a fighter. Does it work on them? Otherwise the fighter would soon fly through the side of the ship

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Old Post 11-30-2002 09:10 PM
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karajorma
Murdock

Registered: Jul 2001
Location:
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quote:
Originally posted by Slasher
That's definitely a good point. You could always have the stealth ship fly a waypoint path parallel to the capship while staying inside the hanger though. The whole method is rather tedious; source code modifications would be ideal here.


I`ve never tried Cap-waypoint speed on a fighter. Does it work on them? Otherwise the fighter would soon fly through the side of the ship

__________________
Questions about FS3? Questions about Fred? Questions about missions? Questions about adding new ships to your games?

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Old Post 11-30-2002 09:10 PM
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290

Yeah, I've done cap-waypoint-speed before on a fighters before. Specifically, I wanted a wing of fighters to go a certain speed. You can't input a wing name for the SEXP, so I just chose the wing leader (Beta 1 in this case). Beta 1 flew at a speed of 30 as desired and so did the rest of the wing, which was sorta nice.

Certainly beats making a cap-waypoint-speed SEXP for all the fighters in a wing too.

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Old Post 12-01-2002 04:29 AM
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290

Yeah, I've done cap-waypoint-speed before on a fighters before. Specifically, I wanted a wing of fighters to go a certain speed. You can't input a wing name for the SEXP, so I just chose the wing leader (Beta 1 in this case). Beta 1 flew at a speed of 30 as desired and so did the rest of the wing, which was sorta nice.

Certainly beats making a cap-waypoint-speed SEXP for all the fighters in a wing too.

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Old Post 12-01-2002 04:29 AM
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karajorma
Murdock

Registered: Jul 2001
Location:
Posts: 1234

Then the question has to be, if it works on fighters too, why is it called CAP-waypoint-speed

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Old Post 12-01-2002 12:26 PM
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IceFire
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Registered: Jul 2000
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Simple, it "caps" the maximum speed. That fighter has to be set to "no dynamic goals" as well.

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Old Post 12-01-2002 03:20 PM
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BabProj Team
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Registered: Apr 2001
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Simple, it "caps" the maximum speed. That fighter has to be set to "no dynamic goals" as well.

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Old Post 12-01-2002 03:20 PM
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Hades
Murdock

Registered: Aug 2002
Location: The USA
Posts: 249

quote:
Originally posted by IceFire
Simple, it "caps" the maximum speed.


Now that I hear it, that makes perfect sense. And all this time I thought it was capital.

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Old Post 12-01-2002 07:32 PM
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