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Agrippa
I'm New! Laugh At Me!
Registered: Jun 2001
Location: Portsmouth, UK
Posts: 7 |
The Bonehead Manover
Anyone remember that? Might be a nice extra bit for someones campaign.
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11-22-2001 02:56 PM |
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Starkiller
Murdock
Registered: Nov 2001
Location: Netherlands
Posts: 371 |
I remember it, but it will be difficult to use. You can't perform it yourself because if you jump, the mission is over. Another ship could do it though. Needs a lot of scripted events. 
Last edited by Starkiller on 11-22-2001 at 03:16 PM
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11-22-2001 03:16 PM |
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Coal
Face
Registered: Oct 2001
Location: Ahhhh, Earth, I think.
Posts: 48 |
Also, a Star Fury dosn't really have the acceleration to escape the blast. The White Star barely had enough to escape. Would have to happen way far away from the player.
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11-22-2001 03:45 PM |
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FSF Ashrak
Post Count Weenie
Registered: Sep 2001
Location: Estonia
Posts: 1362 |
and there where no fighters BUT if you could fly a bluestar not whitestar in that one and make the shadow ship jump in longer then realy maybe
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11-22-2001 04:22 PM |
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MaSC
Face
Registered: Aug 2001
Location: Earth...I think
Posts: 32 |
quote: Originally posted by pera
"bonehead maneuver"? never heard.
Its from Matters of Honor where the whitestar was being pursued by the Shadow vessel and they opened up a jumppoint within a another jumppoint. This caused a huge release of energy.
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11-22-2001 04:28 PM |
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Edwin
Hannibal
Registered: Sep 2001
Location: Z'ha'dum
Posts: 1402 |
Cool. but you would need a bomb with tiny graphics and no solidness to pull it off.
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11-22-2001 04:46 PM |
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Starkiller
Murdock
Registered: Nov 2001
Location: Netherlands
Posts: 371 |
What do you mean with that?
You could use the 'has-departed-delay' event. Delay would be 1 second or so. As soon as the departing ship opens a jump point you could selfdestruct the jumpgate. All you need to do then is set the 'special explosion' option. 
Last edited by Starkiller on 11-22-2001 at 05:40 PM
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11-22-2001 05:37 PM |
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JC Denton
Murdock
Registered: Jul 2001
Location: ZZ9 Plural Z Alpha
Posts: 185 |
I think there's something a bit buggy about the Special Explosion editor. Once I thought I'd make a Meson Bomb that would nuke the whole mission area, so I set all values in the Special Explosion dialog to their absolute maximums. And when I set the bomb off (told it to self-destruct), it was over 7 minutes before it quit breaking apart and actually exploded! Anyone got theories on that?
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11-22-2001 06:49 PM |
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Starkiller
Murdock
Registered: Nov 2001
Location: Netherlands
Posts: 371 |
I've never seen that.. 
Haven't used it much also 
Last edited by Starkiller on 11-22-2001 at 06:53 PM
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11-22-2001 06:52 PM |
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aldo_14
Hannibal
Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882 |
quote: Originally posted by JC Denton
I think there's something a bit buggy about the Special Explosion editor. Once I thought I'd make a Meson Bomb that would nuke the whole mission area, so I set all values in the Special Explosion dialog to their absolute maximums. And when I set the bomb off (told it to self-destruct), it was over 7 minutes before it quit breaking apart and actually exploded! Anyone got theories on that?
I remember reading about this on the FRED2 BB..... apparently the explosion time is parallel to the damage.
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11-22-2001 07:18 PM |
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392 |
Time is based on the blast amount I think.
In anycase, this effect is fairly easy to do.
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11-22-2001 08:49 PM |
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Starkiller
Murdock
Registered: Nov 2001
Location: Netherlands
Posts: 371 |
Yes that's relativly (correct spelling?) easy. The problem is that a ship cannot create a jump point during a jump in FS2. If you make a gate in FRED 2 , the ship doesn't automatically jump when it flies through the gate, you have to script it.
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11-22-2001 09:29 PM |
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290 |
The FRED2 forum on the VBB found a number of ways around the delayed special explosion problem, I believe. I think one of them was clicking the "Kamikaze" button in the Misc. menu in the Ships Editor. When the ship was ordered to self-destruct, the ship would explode instantly. A Search of the FRED2 BB might turn up other (tested and proved) methods as well.
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11-22-2001 11:24 PM |
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Kazan
Babylon Project

Registered: Aug 2000
Location: Cedar Rapids, Iowa, United States
Posts: 1016 |
quote: Originally posted by JC Denton
I think there's something a bit buggy about the Special Explosion editor. Once I thought I'd make a Meson Bomb that would nuke the whole mission area, so I set all values in the Special Explosion dialog to their absolute maximums. And when I set the bomb off (told it to self-destruct), it was over 7 minutes before it quit breaking apart and actually exploded! Anyone got theories on that?
that's normal behavior
open up the main game missions and they scripted the meson events
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11-23-2001 05:17 AM |
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392 |
And they also changed it so that it would explode in seconds. Again, I think it has to do with blast power, but in any case its easily changable and its not buggy one bit.
Creating the bonehead manuver goes like this.
Have a ship jump in, use the SJD dummy model, have it warp in a second later, set the SJD to explode with a huge explosion and radius as it jumps in....and KABOOM.
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11-23-2001 02:34 PM |
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Prophet
Murdock
Registered: Feb 2001
Location: Joutsa, Finland
Posts: 564 |
Tick the box wich says kamikaze. Object will go bum immediatley (sp?) without spinning.
I made a misson once where on meson bomb took out about 7 or 8 corvets and cruisers 
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11-23-2001 04:14 PM |
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Lady Rose
Mr. T
Registered: Nov 2001
Location: Command deck of EAS Janus
Posts: 1755 |
Its nothing else than challenge
I may try it on my camp. (of course it must be observation mission). Like they said none of EA ships werent fast enought to escape, but white star were quick enought. Yes I think I can do that mission in some point of my campaing.
That was good idea, thanks.
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11-23-2001 07:02 PM |
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