Author Topic: Question, answer and explaining  (Read 11390 times)

Thulius

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Question, answer and explaining
« 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.:)
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Mobius

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« Reply #1 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. :)

Thulius

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« Reply #2 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)
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Rodo

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« Reply #3 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.

Mobius

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« Reply #4 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. :)

Rodo

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« Reply #5 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 ^^

Thulius

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« Reply #6 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:
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Thulius

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« Reply #7 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.:)
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FreeSpaceF

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« Reply #8 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.

karajorma

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« Reply #9 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.

shiv

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« Reply #10 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 :)
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Thulius

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« Reply #11 on: August 25, 2009, 12:12:20 PM »
Thanks, helps a lot.

Soon, you'll get something new to see!:):drevil:
"Collossus, what happened?"
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shiv

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« Reply #12 on: August 25, 2009, 12:16:16 PM »
Are we going to get it soon, Thulius?
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Rodo

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« Reply #13 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?
« Last Edit: August 25, 2009, 01:49:42 PM by Rodo »

General Battuta

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« Reply #14 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.