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Triggy
Mr. T
Registered: Oct 2001
Location: Nottingham, England
Posts: 1470 |
Fred 2 Problem
It's been a while since I've used the more intimate commands in Fred 2 and as a consequence I can't figure out how to do one or two things in missions. Principally I can't get the EA G.O.D. platforms to rotate in space, no matter what the orders given to them (attack, ai-chase, whatever). According to the ships.tbl file they have a rotation value but not a max speed value so theoretically they can rotate. Can anyone please tell me how to implement this command?
P.S. A nice juicy mission will eventually be the prize to everyone here if they can help me with this 
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05-19-2003 09:41 PM |
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ravingpartyking
I'm New! Laugh At Me!
Registered: Oct 2002
Location: Earth
Posts: 20 |
You could try using waypoints and events (bit long winded, but it ought to work)
If you tell the G.O.D to follow a waypoint path it will rotate towards that waypoint (but not move obviously). You could then set an event so that when the enemy ship(s) in that region are destroyed the G.O.D will change orders to point in the direction of another waypoint
Hope this helps!
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05-19-2003 10:22 PM |
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Edwin
Hannibal
Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402 |
look it up in the VP files, they did it with the Mjolnir RBCs in FS2.
two left
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05-19-2003 11:47 PM |
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Prophet
Murdock
Registered: Feb 2001
Location: Joutsa, Finland
Posts: 564 |
Give it attack orders and it should work fine...
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Oh ****! Those idiots did it.
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05-20-2003 08:24 AM |
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Triggy
Mr. T
Registered: Oct 2001
Location: Nottingham, England
Posts: 1470 |
That's the point, attack orders don't work!
The waypoints ought to work, cheers. I guess I knew they would but didn't want to have to go through the hassle of waypointing over fifty G.O.D. satellites 
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05-20-2003 11:03 AM |
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194 |
I remember having this same problem long time ago. I wonder why G.O.D won't follow attack orders sometimes...
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05-20-2003 11:09 AM |
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Edwin
Hannibal
Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402 |
probably the same reason that Mjolnir RBCs didn't always work.
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05-20-2003 01:05 PM |
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BabProj Team
I'm New! Laugh At Me!
Registered: Apr 2001
Location:
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quote: Originally posted by Edwin
probably the same reason that Mjolnir RBCs didn't always work.
Nope, those don't work because their rotation value is 10000. The best way to deal with the GOD Sats is to put them into a wing (G.O.D. Alpha and G.O.D. Beta) and issue orders that way.
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05-20-2003 01:39 PM |
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Ghostavo
I'm New! Laugh At Me!
Registered: Jan 2003
Location: Aveiro
Posts: 192 |
Why do the EA Orion's Hangar texture's strech when they are near end of the screen?
Try to put an EA Orion in (0,0,-200) and then select the Orion, press Ctrl + V and then Shift + Z...
Now try to put the textures next to the side of the screen and see...
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05-22-2003 06:29 AM |
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IPAndrews
Babylon Project

Registered: Jan 2001
Location: UK
Posts: 1185 |
God is defined in ships.tbl as a "cruiser. Therefore:
1. It will not move to attack fighters. It will only engage them it they stray into it's weapons' fov of their own accord.
2. It will try to circle things <2km away. This is a major problem since GOD's weapons are all forward facing and it has no engines with which to circle. The kamikazi flag may help overcome this problem since presumably the kamikazi AI points the ship directly at the thing it's trying to ram. I haven't tested this yet.
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Last edited by IPAndrews on 05-22-2003 at 11:41 AM
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05-22-2003 10:39 AM |
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Edwin
Hannibal
Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402 |
got an idea, give it a bomber AI, bombers only attack bigships unless a fighter gets to close. This should make the orders work fine.
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07-29-2003 12:16 AM |
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BabProj Team
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quote: Originally posted by Edwin
got an idea, give it a bomber AI, bombers only attack bigships unless a fighter gets to close. This should make the orders work fine.
The GOD is yet another example of where an alternate AI type would be useful...IE...gunship AI 
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07-30-2003 12:41 AM |
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Edwin
Hannibal
Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402 |
yes, i know this. But what i'm trying to say is that SCP-TBP is still quite buggy and the bomber AI can be used in place of Gunship until SCP-TBP works.
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07-30-2003 02:22 PM |
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IPAndrews
Babylon Project

Registered: Jan 2001
Location: UK
Posts: 1185 |
Try it. Don't be surprised if:
a) the weapons behave strangely.
a) when under attack by fighters the GOD sat stops firing at that capship it's supposed to be "bombing" and starts trying to evade the fighters.
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08-01-2003 09:22 AM |
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Edwin
Hannibal
Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402 |
i am aware of these problems. but is it not possible to fix that second "a)" by giving maximum-priority orders to attack whatever needs to be attacked and to ignore the fighters?
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08-01-2003 04:13 PM |
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BabProj Team
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Registered: Apr 2001
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quote: Originally posted by Edwin
yes, i know this. But what i'm trying to say is that SCP-TBP is still quite buggy and the bomber AI can be used in place of Gunship until SCP-TBP works.
You can try it but I've deemed that approach not useful to the majority of mission setups. Especially since both versions of Endgame (IP Andrews and myself) were working on are just fine with the current setup (we wanted to re-create that...thats what the current setup does).
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08-01-2003 08:10 PM |
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