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Kosh_Naranek
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Registered: Nov 2001
Location: Vorlon
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Fred2 Question . Problem with Reinforcements

Hi. I've made a mission(Situation: Player trys to lurk an Enemy Capship in a trap) where the player can call a Capship as reinforcement. But if the Player call this Ship to early the mission should be over. But what do i have to do that the Enemy Ship which should be destroyed by the Reinforcement Capship don't jump in iff the Reinforcement Capship is called to early? And how can i end the Mission at that point?

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Old Post 06-09-2003 05:02 PM
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BabProj Team
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Just set an arrival time for the reinforcement ship. When the time (or event as it may be) is up or the event is true then the reinforcement becomes available and the player can call it in.

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Trivial Psychic
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Another method could be to create a regular reinforcement wing, and key the cap ship's arrival time with the wing. Now, you would end up calling in a cap ship and a fighter wing, so this may may not jive with how you need the mission to progress, but it is another method to call it.

Later!

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Old Post 06-10-2003 06:41 AM
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karajorma
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quote:
Originally posted by Trivial Psychic
Another method could be to create a regular reinforcement wing, and key the cap ship's arrival time with the wing. Now, you would end up calling in a cap ship and a fighter wing, so this may may not jive with how you need the mission to progress, but it is another method to call it.

Later!



Why do you need a fighter wing at all? You can call the capship in as a reinforcement anyway and setting up the reinforcement wing to arrive when he wants and then calling in the capship is actually more difficult.

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Old Post 06-10-2003 07:45 AM
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Kosh_Naranek
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Ok. Maybe i spelled wrong. Before i asked this question i managed to get the Capship as reinforcement that was no problem. The player should be able to call the Reinforcement Capship anytime he want's. To that point it's no Problem. But now the Problem if he call it to early the Capship which should be lurked into a trap should not arrive. And the mission should end. Any ideas? Thanks.

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Old Post 06-10-2003 11:56 AM
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BabProj Team
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You should just build the mission to avoid that possibility all together. Needless complexity kills missions.

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Old Post 06-10-2003 12:16 PM
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karajorma
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quote:
Originally posted by Kosh_Naranek
Ok. Maybe i spelled wrong. Before i asked this question i managed to get the Capship as reinforcement that was no problem. The player should be able to call the Reinforcement Capship anytime he want's. To that point it's no Problem. But now the Problem if he call it to early the Capship which should be lurked into a trap should not arrive. And the mission should end. Any ideas? Thanks.


If you make the arrival cue for the ship

When
--

The ship will remain greyed out in the reinforcements comm menu. End of problem. You can only call in the ship once the trap is set


If you must make it so that ship can be called in at any time for some strange reason then you can simply use

when
-and
--has arrived delay
---ship
---0
--not
---What ever conditions are needed for the trap are true
-do nothing

script the rest of the mission to take the players stupidity into account and then check if that event occured during the debrief.

However I agree with Icefire that this is an unneeded complication

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Old Post 06-10-2003 09:35 PM
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