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merky1
I'm New! Laugh At Me!
Registered: Dec 2002
Location: USA
Posts: 4 |
Fred2 Help
I have been playing around with fred2, and I created a mission where an EA hyperion is attacking a single MF tinashi. The EA hyperion fires on the tinashi, but the tinashi does not return fire. I added two MF linitira, and they attack the hyperion.
I checked to make sure that all of the MF ships were listed as hostile, and that all of the guns were healthy.
Also, if I tell Alpha wing to disable the tinashi, the hyperion stops firing...
Any thoughts?
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12-15-2002 02:39 AM |
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merky1
I'm New! Laugh At Me!
Registered: Dec 2002
Location: USA
Posts: 4 |
Fred2 Help
I have been playing around with fred2, and I created a mission where an EA hyperion is attacking a single MF tinashi. The EA hyperion fires on the tinashi, but the tinashi does not return fire. I added two MF linitira, and they attack the hyperion.
I checked to make sure that all of the MF ships were listed as hostile, and that all of the guns were healthy.
Also, if I tell Alpha wing to disable the tinashi, the hyperion stops firing...
Any thoughts?
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ooo000 WoooHooo 000ooo
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12-15-2002 02:39 AM |
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392 |
Beam-Free. Set it via trigger in the events editor and that will do the trick.
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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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12-15-2002 02:42 AM |
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BabProj Team
I'm New! Laugh At Me!
Registered: Apr 2001
Location:
Posts: 1901 |
Beam-Free. Set it via trigger in the events editor and that will do the trick.
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12-15-2002 02:42 AM |
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Edwin
Hannibal
Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402 |
you need to open up the events editor and make it look lke this
(name of your event)
when
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has arrived delay
(your tinashi's name)
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beam-free all
(name of your tinashi here)
that will do the trick
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"If you go to Z'ha'dum you will die"
-Kosh
(natives of Z'ha'dum may ignore this)
For all the rest of you.... don't come here.
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12-15-2002 03:51 AM |
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Edwin
Hannibal
Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402 |
you need to open up the events editor and make it look lke this
(name of your event)
when
|
has arrived delay
(your tinashi's name)
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beam-free all
(name of your tinashi here)
that will do the trick
__________________
"If you go to Z'ha'dum you will die"
-Kosh
(natives of Z'ha'dum may ignore this)
For all the rest of you.... don't come here.
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12-15-2002 03:51 AM |
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194 |
When you open FRED2, go to "Help" --> "Help topics" and a html help page shows up, there is "Extended walkthrough" or just "Walkthrough" if you click the link in left menu.
This walkthrough should explain basics of fredding. 
[URL=http://koti.mbnet.fi/~fury/tbp/fredtutorial/]Here[/URL] you find find TBP-version of FRED2 walkthrough, made by Lady Rose. 
__________________
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Last edited by Mr. Fury on 12-15-2002 at 10:41 AM
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12-15-2002 10:39 AM |
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194 |
When you open FRED2, go to "Help" --> "Help topics" and a html help page shows up, there is "Extended walkthrough" or just "Walkthrough" if you click the link in left menu.
This walkthrough should explain basics of fredding. 
[URL=http://koti.mbnet.fi/~fury/tbp/fredtutorial/]Here[/URL] you find find TBP-version of FRED2 walkthrough, made by Lady Rose. 
__________________
[URL=http://freespace.volitionwatch.com/babylon/]The Babylon Project homepage[/URL] <> [URL=http://freespace.volitionwatch.com/babylon/faq.php]The Babylon Project FAQ[/URL] <> [URL=http://freespace.volitionwatch.com/fsscp/]Please support FreeSpace Source Code Project[/URL]
Last edited by Mr. Fury on 12-15-2002 at 10:41 AM
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12-15-2002 10:39 AM |
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Triggy
Mr. T
Registered: Oct 2001
Location: Nottingham, England
Posts: 1470 |
It's a quirk of Fred 2 that beam weapons need to be activated (either individually or on a shipwide basis) before they will fire automatically (you can still script individual shots when the beams are locked). All other pulse and fighter weapons don't need to be freed.
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12-15-2002 10:39 AM |
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Triggy
Mr. T
Registered: Oct 2001
Location: Nottingham, England
Posts: 1470 |
It's a quirk of Fred 2 that beam weapons need to be activated (either individually or on a shipwide basis) before they will fire automatically (you can still script individual shots when the beams are locked). All other pulse and fighter weapons don't need to be freed.
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When the final reckoning comes only the damned will be there to see it.
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12-15-2002 10:39 AM |
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Lady Rose
Mr. T
Registered: Nov 2001
Location: Command deck of EAS Janus
Posts: 1755 |
At the beginning when I fooled around with FRED(2) and noticed beam-free-all I thinked how stupid it is you always have to turn it on? Why not let it be as standard like turrets, but now it really much clearer why and I think its much better this way than that beams would always be online.
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"Losing your temper is sign of worries or panic"
-Shogun Tokugawa
Aku. Soku. Zan.
-The wolves of Mibu, Shinsen gumi
Creator of [URL=http://www.hot.ee/miburo1]Tale of EAS Janus[/URL] campaign
Also leader of [URL=http://www.hot.ee/honorofomega/]Honor of Omega[/URL] campaign
FREDer and general errant boy of mighty [URL=http://http://www.3dactionplanet.com/hlp/hosted/mindgames/]Mind Games[/URL], which power no-one can escape. There is always a first time.
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12-15-2002 02:21 PM |
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Fetty
Murdock
Registered: Dec 2002
Location:
Posts: 180 |
ask volition 
i think the souce code project has altered that already dunno for sure
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open 9-5 earth time
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12-15-2002 04:09 PM |
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Fetty
Murdock
Registered: Dec 2002
Location:
Posts: 180 |
ask volition 
i think the souce code project has altered that already dunno for sure
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See the great Centauri republic
open 9-5 earth time
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12-15-2002 04:09 PM |
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Lady Rose
Mr. T
Registered: Nov 2001
Location: Command deck of EAS Janus
Posts: 1755 |
quote: Originally posted by Fetty
ask volition 
i think the souce code project has altered that already dunno for sure
Why they would change it? I at least am very happy FRED as it is now.
__________________
"Losing your temper is sign of worries or panic"
-Shogun Tokugawa
Aku. Soku. Zan.
-The wolves of Mibu, Shinsen gumi
Creator of [URL=http://www.hot.ee/miburo1]Tale of EAS Janus[/URL] campaign
Also leader of [URL=http://www.hot.ee/honorofomega/]Honor of Omega[/URL] campaign
FREDer and general errant boy of mighty [URL=http://http://www.3dactionplanet.com/hlp/hosted/mindgames/]Mind Games[/URL], which power no-one can escape. There is always a first time.
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12-15-2002 04:16 PM |
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Lady Rose
Mr. T
Registered: Nov 2001
Location: Command deck of EAS Janus
Posts: 1755 |
quote: Originally posted by Fetty
ask volition 
i think the souce code project has altered that already dunno for sure
Why they would change it? I at least am very happy FRED as it is now.
__________________
"Losing your temper is sign of worries or panic"
-Shogun Tokugawa
Aku. Soku. Zan.
-The wolves of Mibu, Shinsen gumi
Creator of [URL=http://www.hot.ee/miburo1]Tale of EAS Janus[/URL] campaign
Also leader of [URL=http://www.hot.ee/honorofomega/]Honor of Omega[/URL] campaign
FREDer and general errant boy of mighty [URL=http://http://www.3dactionplanet.com/hlp/hosted/mindgames/]Mind Games[/URL], which power no-one can escape. There is always a first time.
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12-15-2002 04:16 PM |
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merky1
I'm New! Laugh At Me!
Registered: Dec 2002
Location: USA
Posts: 4 |
Does beam free all also activate beam protect ship, or do I have to switch between the two?
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12-15-2002 04:21 PM |
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194 |
SCP has changed beam-free stuff so that you have a checkbox for it in "mission specs" and "ships editor".
Remember, they are avoiding to break backwards compatibility. That is why beams will stay locked by default. Same goes with everything else. Compatibility must be maintained with original FS2 campaign and with all the missions and campaigns out there.
merky1:
-'beam-free(-all)' means that specific ship is allowed to use beams.
-'beam protect ship' means that specific ship is protected from beams, eg. not fired upon by beams.
So, beam-free and beam protect has nothing to do with each other.
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Last edited by Mr. Fury on 12-15-2002 at 04:53 PM
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12-15-2002 04:38 PM |
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194 |
SCP has changed beam-free stuff so that you have a checkbox for it in "mission specs" and "ships editor".
Remember, they are avoiding to break backwards compatibility. That is why beams will stay locked by default. Same goes with everything else. Compatibility must be maintained with original FS2 campaign and with all the missions and campaigns out there.
merky1:
-'beam-free(-all)' means that specific ship is allowed to use beams.
-'beam protect ship' means that specific ship is protected from beams, eg. not fired upon by beams.
So, beam-free and beam protect has nothing to do with each other.
__________________
[URL=http://freespace.volitionwatch.com/babylon/]The Babylon Project homepage[/URL] <> [URL=http://freespace.volitionwatch.com/babylon/faq.php]The Babylon Project FAQ[/URL] <> [URL=http://freespace.volitionwatch.com/fsscp/]Please support FreeSpace Source Code Project[/URL]
Last edited by Mr. Fury on 12-15-2002 at 04:53 PM
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12-15-2002 04:38 PM |
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290 |
quote: Originally posted by Lady Rose
At the beginning when I fooled around with FRED(2) and noticed beam-free-all I thinked how stupid it is you always have to turn it on? Why not let it be as standard like turrets, but now it really much clearer why and I think its much better this way than that beams would always be online.
Exactly. If ships came in with beams on by default the mission designer would simply be giving up more control over what happened to the AI. Basically, things can become unpredictable. This is even more true with TBP, partly due to the different levels of technology the various species hold.
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12-15-2002 07:13 PM |
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290 |
quote: Originally posted by Lady Rose
At the beginning when I fooled around with FRED(2) and noticed beam-free-all I thinked how stupid it is you always have to turn it on? Why not let it be as standard like turrets, but now it really much clearer why and I think its much better this way than that beams would always be online.
Exactly. If ships came in with beams on by default the mission designer would simply be giving up more control over what happened to the AI. Basically, things can become unpredictable. This is even more true with TBP, partly due to the different levels of technology the various species hold.
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12-15-2002 07:13 PM |
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