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Skullar
Babylon Project

Registered: Apr 2001
Location: yes
Posts: 1184

Question regarding FS2 missions

I am sorry , but may I ask you to explain me all possible ways of starting / ending a FS2 mission , and where there are / can be / have to be briefings / debriefings .

normal mission :
---------------------
- can have command briefing , has mission briefing.
- can end with RED alert trigger , next mission is red alert mission. no debriefing then.
- if not ended with red alert trigger , what then ?

red alert mission :
-----------------------
- same as above , only it must have only a short red alert briefing.
- dont know about was to end that one and if debriefings for the cases exist , must be / whatever ....

Can someone fill me in ? Completely ?

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Old Post 04-24-2002 07:01 PM
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Skullar
Babylon Project

Registered: Apr 2001
Location: yes
Posts: 1184

Question regarding FS2 missions

I am sorry , but may I ask you to explain me all possible ways of starting / ending a FS2 mission , and where there are / can be / have to be briefings / debriefings .

normal mission :
---------------------
- can have command briefing , has mission briefing.
- can end with RED alert trigger , next mission is red alert mission. no debriefing then.
- if not ended with red alert trigger , what then ?

red alert mission :
-----------------------
- same as above , only it must have only a short red alert briefing.
- dont know about was to end that one and if debriefings for the cases exist , must be / whatever ....

Can someone fill me in ? Completely ?

__________________
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the universe is fairly large
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Old Post 04-24-2002 07:01 PM
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Stunaep
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There is Scramble mission type, in which all briefings can be used, Red alert mission requires debrief, unless you jump into another red alert, but that would be... unwise.

A mission can end with an end-campaign trigger as well, as used in the main Freespace campaign.

I think thats about it.

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Old Post 04-24-2002 07:09 PM
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Stunaep
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There is Scramble mission type, in which all briefings can be used, Red alert mission requires debrief, unless you jump into another red alert, but that would be... unwise.

A mission can end with an end-campaign trigger as well, as used in the main Freespace campaign.

I think thats about it.

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Old Post 04-24-2002 07:09 PM
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Skullar
Babylon Project

Registered: Apr 2001
Location: yes
Posts: 1184

thanks , but an I have a more structured and detailed answer ?
And what is scramble ?

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Old Post 04-24-2002 08:01 PM
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Skullar
Babylon Project

Registered: Apr 2001
Location: yes
Posts: 1184

thanks , but an I have a more structured and detailed answer ?
And what is scramble ?

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Old Post 04-24-2002 08:01 PM
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Brando
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Registered: Feb 2001
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what i always thought was fun was having a whole string of red alert missions, with support ships available. Saved time on breifings/debriefings because there practucally are none! and if you keep players in the field for a few missions straight, it gives them the real combat aspect (insertion of real objectives almost as they are given down the chain of command), pushes them to manage their resources (real, again), and it does something else i cant remember... OH, make combat feel like it's seamless.

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Old Post 04-24-2002 08:10 PM
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Brando
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Registered: Feb 2001
Location: Riverside, CA
Posts: 1379

what i always thought was fun was having a whole string of red alert missions, with support ships available. Saved time on breifings/debriefings because there practucally are none! and if you keep players in the field for a few missions straight, it gives them the real combat aspect (insertion of real objectives almost as they are given down the chain of command), pushes them to manage their resources (real, again), and it does something else i cant remember... OH, make combat feel like it's seamless.

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Old Post 04-24-2002 08:10 PM
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Slasher
Babylon Project

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

quote:
Originally posted by Skullar
thanks , but an I have a more structured and detailed answer ?
And what is scramble ?



Sure.

When the "Scramble Mission" box is checked in the Mission Specifications Editor (Shift+N), the mission behaves like it normally would except the player may not change the ships/loadouts of his/her own ship or other friendly fighters, and may not access either the Ship Selection or Loadout screens.

The first four missions in the TBP Release 1 campaign all have this option checked.

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Old Post 04-25-2002 02:52 AM
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Slasher
Babylon Project

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

quote:
Originally posted by Skullar
thanks , but an I have a more structured and detailed answer ?
And what is scramble ?



Sure.

When the "Scramble Mission" box is checked in the Mission Specifications Editor (Shift+N), the mission behaves like it normally would except the player may not change the ships/loadouts of his/her own ship or other friendly fighters, and may not access either the Ship Selection or Loadout screens.

The first four missions in the TBP Release 1 campaign all have this option checked.

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Old Post 04-25-2002 02:52 AM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

it means the player and his wingmen go into the mission with whatever you load them with in fred.

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Old Post 04-25-2002 06:18 AM
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Kellan
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Registered: Jul 2000
Location: Milton Keynes, UK
Posts: 1216

You can achieve the same by locking the ships/weapons loadout in the <misc> section of the ships editor in FRED. But I'm sure that you know that.

As far as mission briefings and debriefings go:

* Standard mission: need a briefing and success/fail debriefing.

* Scramble mission: need a briefing and success/fail debriefing. No choice of ships/weapons.

* Mission leading into Red-Alert: this is where it gets more complex. You do need a normal briefing and mission failed debrief, first of all. This is because the red-alert is usually only triggered by an event that says it can - ie. all the goals are finished.

If they're not there should NOT be a red-alert follow on, you should return to base and get a failure debrief, and have to repeat the mission.

If the mission is successful the event (something like when > is goal complete > defend GTD Golgotha > red-alert) will trigger and take you through to the next briefing, so you don't need a success briefing.

* A mission that begins with Red-Alert needs only a 1-panel briefing, and a success/fail debrief. Unless you're going into another red-alert mission, in which case if the mission is failed the next red-alert should not trigger and you just return to doing the failure debrief and repeat again.

Hope that this helps.

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Old Post 04-25-2002 12:38 PM
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Kellan
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Registered: Jul 2000
Location: Milton Keynes, UK
Posts: 1216

You can achieve the same by locking the ships/weapons loadout in the <misc> section of the ships editor in FRED. But I'm sure that you know that.

As far as mission briefings and debriefings go:

* Standard mission: need a briefing and success/fail debriefing.

* Scramble mission: need a briefing and success/fail debriefing. No choice of ships/weapons.

* Mission leading into Red-Alert: this is where it gets more complex. You do need a normal briefing and mission failed debrief, first of all. This is because the red-alert is usually only triggered by an event that says it can - ie. all the goals are finished.

If they're not there should NOT be a red-alert follow on, you should return to base and get a failure debrief, and have to repeat the mission.

If the mission is successful the event (something like when > is goal complete > defend GTD Golgotha > red-alert) will trigger and take you through to the next briefing, so you don't need a success briefing.

* A mission that begins with Red-Alert needs only a 1-panel briefing, and a success/fail debrief. Unless you're going into another red-alert mission, in which case if the mission is failed the next red-alert should not trigger and you just return to doing the failure debrief and repeat again.

Hope that this helps.

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Old Post 04-25-2002 12:38 PM
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Skullar
Babylon Project

Registered: Apr 2001
Location: yes
Posts: 1184

Yes...

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Old Post 04-25-2002 08:39 PM
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hayabusa
Murdock

Registered: Jun 2001
Location: Warszawa Polska
Posts: 385

In scramble mission, watch out with one thing, when creating one.
If you place a weapon which cannot be carried by that spacecraft you use, you`ll find an empty slot ( support can place subach instead, but it is always such a stupid feeling...) when mission starts.
Especially if you wish to use some MOD weapon you may find these problems.
Well I`m quite sure you know it all, but such a mistake happens.

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Last edited by hayabusa on 04-26-2002 at 02:23 PM

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Old Post 04-26-2002 02:21 PM
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hayabusa
Murdock

Registered: Jun 2001
Location: Warszawa Polska
Posts: 385

In scramble mission, watch out with one thing, when creating one.
If you place a weapon which cannot be carried by that spacecraft you use, you`ll find an empty slot ( support can place subach instead, but it is always such a stupid feeling...) when mission starts.
Especially if you wish to use some MOD weapon you may find these problems.
Well I`m quite sure you know it all, but such a mistake happens.

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I`m not the king of your minds...

Last edited by hayabusa on 04-26-2002 at 02:23 PM

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Old Post 04-26-2002 02:21 PM
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boct1584
Hannibal

Registered: Oct 2000
Location: Duelist Kingdom
Posts: 774

So a Red Alert mission is how you do multi-part missions like Clash of the Titans II - Apocalypse, right?

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Old Post 04-26-2002 05:38 PM
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Alphakiller
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Yeah, if I remember that right.

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Old Post 04-26-2002 08:25 PM
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G-UK
Murdock

Registered: Jul 2000
Location: UK
Posts: 179

yeah, Volition just scripted it so that the Bastion Dies video plays instead of just jumping straight to the next briefing...

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Old Post 04-26-2002 11:23 PM
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Kellan
BWO Team Member

Registered: Jul 2000
Location: Milton Keynes, UK
Posts: 1216

You don't, of course have to trigger a Red-Alert with a jump out order. Like any other sexp of its class, it can be attached to any "when".

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Old Post 05-03-2002 08:51 PM
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