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Freespace => Freespace Campaigns => Topic started by: Thulius on July 28, 2009, 08:20:52 PM

Title: Question, answer and explaining
Post by: Thulius on July 28, 2009, 08:20:52 PM
I've got some questions about FRED so, if you could help, that would be nice!:)

-> 1.: How can I make that a wing jumps out after, something has been destroyed. I tried but it won't work. :sigh:

-> 2.: If I download a ship and I want to paste the tables into the tables folder, but I have already a table for another ship, could I make a folder (in the tables folder) for one of those tables, should both ships work?

That's all for the moment. I will ask questions again. If someonelse need Fredhelp, he can post his question here.:)
Title: Question, answer and explaining
Post by: Mobius on July 28, 2009, 08:31:51 PM
1) All you need is to modify the wing's arrival cue and link it to the destruction of a given ship or wing. Open the Wings Editor, select the wing whose arrival cue should be changed and then replace the default setting on the left, "true", with something like this:

is-destroyed-delay
  10 (may be anything - remember that time is expressed in seconds)
  Ravana

This is just an example, you may add virtually anything. Also, remember that you can use more than one argument:

is-destroyed-delay
  10
  Ravana
  Cancer
  Libra

...and everything should be fine. :)

2) What kind of ship is that? In any case, of you're using FreeSpace Open, I suggest you to take a look at modular tables. If you post the table entries of the ships you want in-game I may create the modular tables for you. :)
Title: Question, answer and explaining
Post by: Thulius on July 29, 2009, 04:45:44 PM
Thanks Mobius or how was it in Italian: Grazie!

To number two: The problem is I have two different modular tables for two different ships. But they've got the same names. But I want to have them both. But I only can have on table with one name in the same folder. So I was just wondering if it would help, if I create a folder for one of the tables in the tables folder to make them both work. (I hope you can understand me.:o)
Title: Question, answer and explaining
Post by: Rodo on July 29, 2009, 06:02:42 PM
AFAIK you can only have one table with the same name... you could place your modified table on a mod directory but the FS engine will only use one at all times.
Title: Question, answer and explaining
Post by: Mobius on July 29, 2009, 07:33:19 PM
The principle is applied to the main filename, but not to the names you will see in-game. If you want two ships to have the same name in-game, you may do something like this:

GTF Perseus

GTF Perseus#SOC

The "#SOC" part will not appear in-game, so you'd have two ships with two different table entries... but the names you will see when playing FreeSpace will be the same. :)
Title: Question, answer and explaining
Post by: Rodo on July 29, 2009, 07:41:59 PM
Quote from: Mobius;118624
The principle is applied to the main filename, but not to the names you will see in-game. If you want two ships to have the same name in-game, you may do something like this:

GTF Perseus

GTF Perseus#SOC

The "#SOC" part will not appear in-game, so you'd have two ships with two different table entries... but the names you will see when playing FreeSpace will be the same. :)


cool! that's new for me ^^
Title: Question, answer and explaining
Post by: Thulius on July 29, 2009, 09:38:53 PM
Thank you Mobius! That helps alot!:yes:

Ok, several questions again:naughty::

-> Do you know something about a Vasudan skinned Mjionir (Sorry, I hate the name of this one^^)  or a Vasudan Turret with the same effect?

Thank you for helping though.:):yes:
Title: Question, answer and explaining
Post by: Thulius on August 25, 2009, 11:17:49 AM
Hi there!

Can someone tell me what I've to do, that a ship warps in after a specific message has been sended? Thanks.:)
Title: Question, answer and explaining
Post by: FreeSpaceF on August 25, 2009, 11:35:30 AM
Isn't there a message-sent SEXP?
Alternatively, make an arrival cue with is-event-true-delay, then the event that sends the message.
Title: Question, answer and explaining
Post by: karajorma on August 25, 2009, 11:59:03 AM
Set the arrival cue for the ship to

is-event-true-delay
-Event with the message in
-Delay as long as the message takes to read/say.
Title: Question, answer and explaining
Post by: shiv on August 25, 2009, 11:59:08 AM
Quote
Isn't there a message-sent SEXP?
No, there isn't.
Quote
Alternatively, make an arrival cue with is-event-true-delay, then the event that sends the message.
But this works well :)
Title: Question, answer and explaining
Post by: Thulius on August 25, 2009, 12:12:20 PM
Thanks, helps a lot.

Soon, you'll get something new to see!:):drevil:
Title: Question, answer and explaining
Post by: shiv on August 25, 2009, 12:16:16 PM
Are we going to get it soon, Thulius?
Title: Question, answer and explaining
Post by: Rodo on August 25, 2009, 01:43:14 PM
Unless he's using a send message list, in which case he might be needing to edit the delay time.


ohh and about message-list, any of you guys know how to make the game recognize the arrival of a ship when sending these messages, I mean... I got a ship arriving AFTER the send message list trigger, so when this ship lines appear they game does not relate the message with the ship (no white squares indicating the direction of the message sender, neither the persona related features IIRC)..

Will I have to use an after arrival triggered sexp with the messages to get those features working?
Title: Question, answer and explaining
Post by: General Battuta on August 25, 2009, 03:01:01 PM
Hrm, that's odd. Try setting all the messages that are sent before the ship's arrival to '#ship name' instead of 'just 'ship name' as the source...but come to think of it that might not do anything if the problem is the send-message-list firing before the ship arrives.
Title: Question, answer and explaining
Post by: Rodo on August 25, 2009, 03:59:58 PM
Quote from: General Battuta;120350
Hrm, that's odd. Try setting all the messages that are sent before the ship's arrival to '#ship name' instead of 'just 'ship name' as the source...but come to think of it that might not do anything if the problem is the send-message-list firing before the ship arrives.


that's what I did in the first place, I just placed the #name of the ship to avoid the linking problem, but the white brackets would not appear and the persona was not loading correctly, so I'm guessing it's got to do with the send message list checking the sources of the messages only when triggered the first time and not every time a new message is sent.

Anyways, I can live with this... I think most players won't even notice this so it's no problem.

thnks GB.
Title: Question, answer and explaining
Post by: General Battuta on August 25, 2009, 06:03:32 PM
Ah, okay. Well, I believe the #shipname solution will cause the brackets to not appear, so that might be your issue (since technically the ship is not the source; it's a text string or somesuch.)
Title: Question, answer and explaining
Post by: Mobius on August 26, 2009, 07:35:48 PM
As stated above, relying on special sources prevents the white brackets from appearing. I have recently experienced an issue of this kind, and realized that there's no harm in splitting a list of messages into two (each one linked to a specific event), modifying some arrival cues and/or delaying the event (which may not effect message timing if proper intervals between a message and another are set). :)
Title: Question, answer and explaining
Post by: Thulius on August 26, 2009, 09:27:53 PM
What do I have to change in the Ships.tbl to make the "colored things" of the Leviathan change into Green?

Thanks for your help.:)
Title: Question, answer and explaining
Post by: Mobius on August 26, 2009, 09:38:52 PM
You're refering to the Leviathan's blue maps, right? There are two possible solutions:

1) If you don't have a new ship class in mind, all you need to do is using Texture Replacement (Ship Editor in FRED2 Open). You'll need a green version of the Leviathan's blue maps to do that, though.

2) In case you need a separate ship (Fenris = Red, Leviathan = Blue and YourShip = Green), you don't have to alter the table... all you need is to create a copy of the model, take the blue map, modify it and then reskin the new model. Obviously, that model should have its own entry in ships.tbl.

:)
Title: Question, answer and explaining
Post by: Thulius on August 26, 2009, 09:53:34 PM
Yeah, I was referring to them. Sorry, I didn't know how they were called. :o

I think I'll try the first option. It sounds way easier.:devel: I think I've got an idea of a map, which looks Vasudan take it and replace it with the old one. I'll show you a Screenshot soon!:)

Thank you for the help, Mobius.

EDIT: Found it.:)
Title: Question, answer and explaining
Post by: Mobius on August 26, 2009, 10:01:55 PM
No problem. Ask whenever you have a question. :)
Title: Question, answer and explaining
Post by: karajorma on August 27, 2009, 04:57:33 AM
Quote from: Mobius;120403
2) In case you need a separate ship (Fenris = Red, Leviathan = Blue and YourShip = Green), you don't have to alter the table... all you need is to create a copy of the model, take the blue map, modify it and then reskin the new model. Obviously, that model should have its own entry in ships.tbl.


From what I understand this isn't necessary. I believe there is a way to define texture replacements in the ships.tbl for a class using the same .pof.

IIRC this is what is/will be done with ships like the Bastion and Galatea in FS Port.

Of course this could be a planned feature that hasn't been implemented yet. :)
Title: Question, answer and explaining
Post by: FreeSpaceF on August 27, 2009, 06:30:14 AM
There's a Levy with greenish maps in Shivans! (http://www.hard-light.net/forums/index.php/topic,60801.0.html) , you could just rip that off.
Title: Question, answer and explaining
Post by: Thulius on August 27, 2009, 02:32:33 PM
Quote from: FreeSpaceF;120421
There's a Levy with greenish maps in Shivans! (http://www.hard-light.net/forums/index.php/topic,60801.0.html) , you could just rip that off.


Oh, yeah I remember them. Thanks for the tip. I'll use it.:)

Another very stupid question is: How to make Red Alert mission? I didn't found anything in the FRED-Help. And I know, that it has something to do with the Event "Red Alert".
Title: Question, answer and explaining
Post by: Rodo on August 27, 2009, 03:33:13 PM
well red alert is kinda tabu.. I have not found any data about it on the wiki (could be me searching badly) but from what I've been seeying on BP missions, the red alert must be activated on the mission options, then you need to check on every ship you want to carry the red alert status the mark on the "misc" section of every ship.

this I cannot confirm right now, not near any fred to check :S
Title: Question, answer and explaining
Post by: Mobius on August 27, 2009, 04:22:21 PM
Well, my approach on Red Alert missions is cautious. As karajorma stated in a thread on HLP, the main FS2 campaign was initially supposed to have two more red alert missions. The main reason why we have only one of them is simple: balance.

So, before creating a red alert mission, considerate the alternatives. Variables and the end-mission/force-jump SEXPs are powerful enough to represent a quasi-red alert effect without risking to experience balance issues.

karajorma: I remember Goober claiming that the re-release of ST:R would make use of a feature of that kind, but I haven't found any documentation yet. Using the table entry to handle texture replacements will be very nice, IMO. :)
Title: Question, answer and explaining
Post by: karajorma on August 28, 2009, 12:25:50 AM
Red alerts are pretty easy. Select all the ships you want to appear in the second mission. Give them Red Alert Carry Status from the ship flags editor. Then when you are at the point in the mission you want it to end simply use the Red Alert SEXP.

Then in mission 2 make sure you have all the same ship names that you used the carry status for.
Title: Question, answer and explaining
Post by: Mobius on August 28, 2009, 12:40:15 AM
Please forgive the off-topic question, but have all red alert bugs been terminated by the SCP? It's been a while since I FREDded a red alert, and things weren't encouraging back then.
Title: Question, answer and explaining
Post by: karajorma on August 28, 2009, 12:49:01 AM
No idea. I would have thought so since nothing appears in Mantis with a priority flag.
Title: Question, answer and explaining
Post by: shiv on August 28, 2009, 11:34:33 AM
It's good to see fixed red alert issues. Finally, fredding red alert missions is again reliable.
Title: Question, answer and explaining
Post by: Thulius on September 04, 2009, 09:28:58 PM
Thanks for your help!:)

Ok, another problem:

I've got the GTC Oceania which is attacked by Shivans and need to be repaired. After you destroyed some wings and also a Cain-class cruiser, the GTT Oriani jumps out of the subspace. Then it docks with the GTC Oceania. And here's my problem: I want to make the SD Lucifer arrive, when the GTT Oriani and the GTC Oceania docked with each other.

I did it like this:

With the Boolean operators of the Lucifer I made this:

has docked delay:

GTC Oceania
GTT Oriani
3
2

I tested it, but it didn't work. I thank you for your help.:)
Title: Question, answer and explaining
Post by: shiv on September 04, 2009, 09:39:20 PM
it should be 1 and 1 values on the bottom :)
Title: Question, answer and explaining
Post by: Mobius on September 04, 2009, 10:32:43 PM
It depends, Shiv. ;)

The first value indicates the number of times the ships have to have docked to consider the event true.

The second value is the delay in seconds after which the event will become true.

So, if you want the Lucifer to arrive has soon as the Oriani has docked, you need to do this:

has-docked-delay
---GTC Oceania
---GTT Oriani
1
0 (a higher value would be better, IMHO)

:)
Title: Question, answer and explaining
Post by: shiv on September 04, 2009, 10:35:10 PM
Quote
It depends, Shiv.
I just posted the easiest solution :P
Title: Question, answer and explaining
Post by: Mobius on September 04, 2009, 11:04:32 PM
Well, it's always a nice thing to explain what does what. :)
Title: Question, answer and explaining
Post by: Thulius on September 05, 2009, 01:48:55 PM
Ok, it works now.:)Thanks.

Another question:

I've got a Science cruiser, the GTSC Darwin. You should help by the evacuation of the Darwin. After a Shivan wing has been destroyed, the PVT Scarab jumps out of the Subspace. It should evacuate the remaining crew members. The Scarab docks on the GTSC Darwin. Until here, I've got no problems.

But, the transport should whait a bit, until it undocks. How do I make that?
Title: Question, answer and explaining
Post by: Mobius on September 05, 2009, 02:02:53 PM
All you need is a new event, whose structure is this (event names excluded):

when
---has-docked-delay
-----PVT Scarab
-----GTSC Darwin
-----1
-----10 (use the delay you need)

---add-goal
----PVT Scarab
-----ai-undock
-------50/89 (this is for the priority. Any value is fine as long as there aren't other orders)

Also, if you want the Scarab to depart after the undocking procedure, all you need to do is the following:

(on the PVT Scarab's departure cue, there's no need to create a new event)

has-undocked-delay
---PVT Scarab
---GTSC Darwin
---1
---3 (delay in seconds after which the Scarab will depart)

:)
Title: Question, answer and explaining
Post by: Thulius on September 05, 2009, 04:17:45 PM
Thank you. It works now.:)
Title: Question, answer and explaining
Post by: Mobius on September 05, 2009, 04:32:27 PM
You're welcome. :)
Title: Question, answer and explaining
Post by: FreeSpaceF on September 06, 2009, 06:36:26 AM
Hey Thulius, I recommend you do the Advanced Walkthrough (in the FRED help files, for download from the K-FAQ (http://homepage.ntlworld.com/karajorma/FAQ/intro.html)). All this kinda stuff is neatly explained in there :P
Title: Question, answer and explaining
Post by: The E on November 03, 2009, 08:12:34 PM
Well, noone is closing it.

But honestly, if you want FRED help, you can always use the HLP IRC channel (#hard-light, on irc.esper.net, here's a mibbit link (http://widget.mibbit.com/?settings=b73fe961ed217d9a3cbd9637dc7ba9bf&server=irc.esper.net&channel=%23hard-light&noServerTab=false)), or the FRED forum on HLP, or the fswiki.

There are usually at least a few people around who know FRED who are willing to answer questions.
Title: Question, answer and explaining
Post by: FreeSpaceF on November 04, 2009, 07:00:54 AM
But if you ask here, a reply will only take slightly longer :nervous: There are a few FREDders around here as well.