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Triggy
Mr. T

Registered: Oct 2001
Location: Nottingham, England
Posts: 1470

Fred 2 sexp repeats

As I asked in the other thread that has just been closed, how do you make a repeating function like a variable changing (e.g. Shadow Battlecrab firing) when a vessel repeatedly moves in and out of range of the target (with say a telepath on board)?

The question is not how to set up the variable but how to get it to repeat by a means that isn't just putting in lots of the same sexps chained?

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Old Post 12-14-2001 01:01 PM
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pera
Murdock

Registered: Apr 2001
Location: Finland
Posts: 576

Re: Fred 2 sexp repeats

quote:
Originally posted by Triggy
As I asked in the other thread that has just been closed, how do you make a repeating function like a variable changing (e.g. Shadow Battlecrab firing) when a vessel repeatedly moves in and out of range of the target (with say a telepath on board)?

The question is not how to set up the variable but how to get it to repeat by a means that isn't just putting in lots of the same sexps chained?



As far as I know, it can't be done.

And no, the repeat doesn't work here, someone else will have to explain that.

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Old Post 12-14-2001 01:15 PM
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Alphakiller
Volition Watch

Registered: Aug 2000
Location: Somewhere
Posts: 2894

From what I know, you'd have to script things like a Battlecrab doing that. I mean ... it's not standard AI behavior, so it'd have to be scripted, and I don't know if a chain of sexps with a repeat would do it - I've never tried anything like that in FRED2
I'm sure somebody else has - or will, anyway ...

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Old Post 12-14-2001 04:10 PM
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Lady Rose
Mr. T

Registered: Nov 2001
Location: Command deck of EAS Janus
Posts: 1755

Smile

Yes I think that it is possible to do. There should be above of chained a repeat. Put there some number, but remember that it must not be linked in any event-is-true-delay, because it causes replay in all linked events. It would be like this:

Event name
when
facing
Shadow ship
White star
10-120
clear-orders
Shadow ship
add-order
Shadow ship
stay-still (Play-dead also do the thing)
White star
89

and then put it in repeat (I think that they used this method in Derelich when they wanted to repair ships).
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Last edited by Lady Rose on 12-14-2001 at 06:35 PM

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Old Post 12-14-2001 06:26 PM
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pera
Murdock

Registered: Apr 2001
Location: Finland
Posts: 576

Lady Rose, the repeat makes it simply repeat n times at intervals of x seconds, it doesn't check those conditions when repeating.

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Old Post 12-14-2001 09:01 PM
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194

That's right... now, if this has been done in Derelict, perhaps you should take a look how it was done?

Or, if IceFire can drop a few tips...

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Old Post 12-14-2001 09:32 PM
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Slasher
Babylon Project

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

quote:
Originally posted by pera
Lady Rose, the repeat makes it simply repeat n times at intervals of x seconds, it doesn't check those conditions when repeating.


I'm not so sure about this. I had a similar event set up where if the player moved a certain distance away from a ship it would turn up invisible on his sensors (the blinking dot, not Pegasusish stealth). When the player moved back within the required distance, the ship would become visible on sensors again. Obviously if it didn't repeat, the ship would be stuck on either "ship-visible" or "ship-invisible" so I gave it a repeat value of 999. It worked pefectly. If anyone would like, I could send them the mission (minus all the other stuff; just the example).

However, it's possible everyone here is right and the repeat value can't be applied to such an event. Regardless, I suggest it be tried before the idea is dismissed. If I'm right about events checking the conditionals before going ahead with a repeat, then Lady Rose's method would be one of the most efficient ways of going about it.

Last edited by Slasher on 12-15-2001 at 01:00 AM

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Old Post 12-15-2001 12:57 AM
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Slasher
Babylon Project

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

Oh geezzz, I hit "quote" on the post above when I meant to hit "edit". Sorry.

Last edited by Slasher on 12-15-2001 at 12:59 AM

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Old Post 12-15-2001 12:58 AM
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275

---
Lady Rose, the repeat makes it simply repeat n times at intervals of x seconds, it doesn't check those conditions when repeating.
---

Wrong.

In TBP, the missions use

when
<
distance
alpha1
jumpgatecentre:1
1000

to enable the warp, (and a corresponding > to disable it) with a repeat count of 999999.

that makes it so that every time those conditions are true, that event happens.

Therefore it's perfectly reasonable to assume that
<
distance
telepaths
shadowship
1000

could be used to stop the shadow vessel from firing, and
>
distance
telepaths
shadowship
1000

could be used to enable the shadow's weaponry again.

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Old Post 12-15-2001 02:29 AM
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Lady Rose
Mr. T

Registered: Nov 2001
Location: Command deck of EAS Janus
Posts: 1755

Maybe it is true. It was just a idea, I have never personaly used it. So I just say how I thinked it, you know that it is good to have visions. Am I right? There might be really good chance that it doesn´t work, but in other hand Slasher made it work yes. And that Xaphod_X´s method will work I have tried it in orginal FS2.

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Old Post 12-15-2001 09:20 AM
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Triggy
Mr. T

Registered: Oct 2001
Location: Nottingham, England
Posts: 1470

Cheers everyone, I'll try it out tonight

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Old Post 12-15-2001 02:23 PM
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