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Nenlaven
I'm New! Laugh At Me!
Registered: Apr 2002
Location:
Posts: 6 |
Bug or am I just stupid?
I created a quick test mission last night after loading up FRED, and I was able to place ships, cues, everything without a hitch, but when I actually started the mission, none of the friendly ships had weapons.
I went back into FRED several times and no matter how often I modified the Team Loadout screen and resaved, it would never grant weapons to my ships. These were regular weapons, not trying anything wacky.
Could it have something to do with my installation being on the d: drive rather than c: or is it just more likely that I messed something up?
Thanks
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04-19-2002 04:05 PM |
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Nenlaven
I'm New! Laugh At Me!
Registered: Apr 2002
Location:
Posts: 6 |
Bug or am I just stupid?
I created a quick test mission last night after loading up FRED, and I was able to place ships, cues, everything without a hitch, but when I actually started the mission, none of the friendly ships had weapons.
I went back into FRED several times and no matter how often I modified the Team Loadout screen and resaved, it would never grant weapons to my ships. These were regular weapons, not trying anything wacky.
Could it have something to do with my installation being on the d: drive rather than c: or is it just more likely that I messed something up?
Thanks
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04-19-2002 04:05 PM |
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F S W
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Registered: Mar 2002
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You probably know this but just to be sure...
With team loadout it doesn't give the weapons to your ships: it gives you the option of having them in the loadout section of the briefing room. You can only use this screen to change the loadout for Alpha, Beta and Gamma wings.
If you want ships to have some weapons by default, select them, click on Editors, go to Ships and then click on the Weapons button.
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04-19-2002 07:05 PM |
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F S W
Murdock
Registered: Mar 2002
Location:
Posts: 409 |
You probably know this but just to be sure...
With team loadout it doesn't give the weapons to your ships: it gives you the option of having them in the loadout section of the briefing room. You can only use this screen to change the loadout for Alpha, Beta and Gamma wings.
If you want ships to have some weapons by default, select them, click on Editors, go to Ships and then click on the Weapons button.
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04-19-2002 07:05 PM |
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BabProj Team
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Registered: Apr 2001
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Posts: 1901 |
Double check the number of weapons granted. An allowed Tornado missile I don't think is going to show up if you have 0 missiles available.
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04-19-2002 07:26 PM |
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IceFire
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Registered: Jul 2000
Location: The Cold Northland!
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Double check the number of weapons granted. An allowed Tornado missile I don't think is going to show up if you have 0 missiles available.
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04-19-2002 07:26 PM |
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karajorma
Murdock
Registered: Jul 2001
Location:
Posts: 1234 |
Hang on a second. They had NO weapons? Fred automatically assigns default weapons to a ship ignoring what is in the team loadout so you ships should be armed unless you deliberately took them out.
Did you make this test mission part of a campaign? If so THAT is probably where the error lies.
The campaign editor's team loadout overrides the mission editors one. In a campaign you aren`t allowed to use ANY weapon or ship until it has been ticked in the campaign editors team loadout or added in a previous mission by the allow-weapon SEXP.
If you`re writing missions it's best to ignore the campaign editor until you`ve finished them all anyway
By ignoring the campaign editor until you`ve finished you can test any mission by going to the flight simulator in the tech room.
The only time you'll really need the campaign editor before you`ve finished your entire campaign is if you write red alert missions.
Last edited by karajorma on 04-19-2002 at 07:45 PM
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04-19-2002 07:32 PM |
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karajorma
Murdock
Registered: Jul 2001
Location:
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Hang on a second. They had NO weapons? Fred automatically assigns default weapons to a ship ignoring what is in the team loadout so you ships should be armed unless you deliberately took them out.
Did you make this test mission part of a campaign? If so THAT is probably where the error lies.
The campaign editor's team loadout overrides the mission editors one. In a campaign you aren`t allowed to use ANY weapon or ship until it has been ticked in the campaign editors team loadout or added in a previous mission by the allow-weapon SEXP.
If you`re writing missions it's best to ignore the campaign editor until you`ve finished them all anyway
By ignoring the campaign editor until you`ve finished you can test any mission by going to the flight simulator in the tech room.
The only time you'll really need the campaign editor before you`ve finished your entire campaign is if you write red alert missions.
Last edited by karajorma on 04-19-2002 at 07:45 PM
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04-19-2002 07:32 PM |
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Nenlaven
I'm New! Laugh At Me!
Registered: Apr 2002
Location:
Posts: 6 |
karajorma sounds like you are right on the money. I had included the mission as part of a test campaign, and had not done any weapons pool editing in the campaign itself.
I did it cause I couldn't figure out how to test missions OUTSIDE of a campaign. Maybe you can do it by making it a MP mission and then going into multiplayer mode and playing it there?
Thanks for the help
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04-19-2002 08:15 PM |
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Nenlaven
I'm New! Laugh At Me!
Registered: Apr 2002
Location:
Posts: 6 |
karajorma sounds like you are right on the money. I had included the mission as part of a test campaign, and had not done any weapons pool editing in the campaign itself.
I did it cause I couldn't figure out how to test missions OUTSIDE of a campaign. Maybe you can do it by making it a MP mission and then going into multiplayer mode and playing it there?
Thanks for the help
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04-19-2002 08:15 PM |
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Cetanu
Face
Registered: Jul 2001
Location: Outer Space
Posts: 64 |
quote: Originally posted by Nenlaven
Maybe you can do it by making it a MP mission and then going into multiplayer mode and playing it there?
The multiplayer testing works too.
But if you want to test a singleplayer mission go to the Tech Room and choose the Mission Simulator 
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04-19-2002 08:28 PM |
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Cetanu
Face
Registered: Jul 2001
Location: Outer Space
Posts: 64 |
quote: Originally posted by Nenlaven
Maybe you can do it by making it a MP mission and then going into multiplayer mode and playing it there?
The multiplayer testing works too.
But if you want to test a singleplayer mission go to the Tech Room and choose the Mission Simulator 
__________________
Work is the curse of the drinking class
Keeper of [url=http://165thbdhr.com/]BDHR's[/url] Holy Grail of Beer
All valid FS2 multiplayer [url=http://165thbdhr.com/html/fs2m.asp]missions[/url] for PXO
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04-19-2002 08:28 PM |
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Nenlaven
I'm New! Laugh At Me!
Registered: Apr 2002
Location:
Posts: 6 |
Ahh thanks again. 2 or 3 years away from a game can make you forget stuff pretty quick. Hopefully with Silent Threat and FS2 on their way from eBay I will get back in the groove.
Thanks again guys.
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04-19-2002 08:30 PM |
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Nenlaven
I'm New! Laugh At Me!
Registered: Apr 2002
Location:
Posts: 6 |
Ahh thanks again. 2 or 3 years away from a game can make you forget stuff pretty quick. Hopefully with Silent Threat and FS2 on their way from eBay I will get back in the groove.
Thanks again guys.
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04-19-2002 08:30 PM |
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GalacticEmperor
Murdock
Registered: Aug 2001
Location:
Posts: 214 |
quote: Originally posted by Nenlaven
Hopefully with Silent Threat and FS2 on their way from eBay I will get back in the groove.
*cough cough* PORT!!!!!!! *cough*
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04-19-2002 10:19 PM |
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GalacticEmperor
Murdock
Registered: Aug 2001
Location: Imperial Palace, Coruscant
Posts: 272 |
quote: Originally posted by Nenlaven
Hopefully with Silent Threat and FS2 on their way from eBay I will get back in the groove.
*cough cough* PORT!!!!!!! *cough*
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04-19-2002 10:19 PM |
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DTP
Face
Registered: Jul 2000
Location: Denmark
Posts: 55 |
Oh and i just finished Insignias on those 5 FS1 ships that where not included in FS2, and guees what a realy shielded Lucifer where the shield conforms to the hull.a 2500+ polygon shield.
Expect a new version release soon, When GE gets out of Real-life again.
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04-24-2002 02:30 AM |
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DTP
Face
Registered: Jul 2000
Location: Denmark
Posts: 55 |
Oh and i just finished Insignias on those 5 FS1 ships that where not included in FS2, and guees what a realy shielded Lucifer where the shield conforms to the hull.a 2500+ polygon shield.
Expect a new version release soon, When GE gets out of Real-life again.
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__________________
Think Big
Invade Space
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Staff modeller on FS1 port
http://www.3dap.com/hlp/hosted/fsport/
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04-24-2002 02:30 AM |
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BabProj Team
I'm New! Laugh At Me!
Registered: Apr 2001
Location:
Posts: 1901 |
Don't think you can do 2500 polygon shields. The subobj limit is 750-800 I believe. And that goes for Shields too.
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04-24-2002 03:25 AM |
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392 |
Don't think you can do 2500 polygon shields. The subobj limit is 750-800 I believe. And that goes for Shields too.
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04-24-2002 03:25 AM |
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