Got a couple of months free? Cause you'll probably have to re-write the whole turret code to do that. Anything to do with turrets is a huge nightmare.actually, im teaching myself C++ (slowly)... maybe, JUST MAYBE, i can like, be a freelance coder or something... i would love to add turret recoil
#17
Yeah, you'll want to start with something simple, like a ship flag. Not even the ubercoders want to touch the turret code.
#18
alrighty, forget i said anything
could somebody point me to the lense flare thingeys?
[edit] actually, i do have months free but your right, something small...
and what do you mean by ship flag? you mean cruiser, freighter, bomber, etc?
could somebody point me to the lense flare thingeys?
[edit] actually, i do have months free but your right, something small...
and what do you mean by ship flag? you mean cruiser, freighter, bomber, etc?
#19
If i had the time, and the means, i'd try to learn, even just to go around picking up on bug and stuff... But that's probably not going to happen...
#20
I mean something really simple, like a sensor-visible ship flag or a sexp to turn it on or off.and what do you mean by ship flag? you mean cruiser, freighter, bomber, etc?
Re: New "no-bank" SCP build for you guys
#21New bleeding edge build uploaded.
http://fs2source.warpcore.org/exes/late ... er5000.rar
This includes the contrail threshold as well as a toggle-subsystem-scanning flag for when you want to scan subsystems on small ships or scan entire big ships. As an uberbonus, I think I worked out all the kinks in my new conditional sexps. I'll let you guys figure out how they work.
http://fs2source.warpcore.org/exes/late ... er5000.rar
This includes the contrail threshold as well as a toggle-subsystem-scanning flag for when you want to scan subsystems on small ships or scan entire big ships. As an uberbonus, I think I worked out all the kinks in my new conditional sexps. I'll let you guys figure out how they work.
#22
Heh, this is fun
Well, I could name a couple of requests that probably wouldn't involve magor rewrites, though one of them does involve delving into the dreaded targetting code
It doesn't take a leap of intellectual reasoning to realise that Islands are just rock-shaped installations. The problem is that, if you want to busy up the island, with anything other than turrets, then when you target the island you can cycle through 'subsystems' such as 'Tree1' or 'Bodged House' What I'd like to be able to do is set subsytems to 'no-target', so that the targetting computer will automatically skip over these in the list when cycling through subs. I can't see any way out of having to target the island in the first place, but this would be a great help, I think for more than TI
The second request is sort of the same as the first request, only with vulnerability. Once again, an Island is not something you want the player to 'blow up' as such, so you can either set it to invulnerable or give it rediculous hit-points. As far as I can find, there is no way of setting just the hull invulnerable and leaving subsystems vulnerable. This means that a turret with even 1% of hull takes an awful lot of firepower to down.
Though, admittedly, I haven't looked as hard for this one It'd be really good if you could have a sexp like:
Set-Subsystem-vulnerable/Ship/Subsystem
Set-Subsystem-invulnerable/Ship/Subsystem
That way, you could either set the ship to invulnerable and then 'vulnerabilse' the parts you want, or just set the 'hull' subsystem to invulnerable and leave the rest, whose Hitpoints would be taken from the ships tabled hitpoints as normal
Anyway, I'mm off to play with the new build, thank again!
Well, I could name a couple of requests that probably wouldn't involve magor rewrites, though one of them does involve delving into the dreaded targetting code
It doesn't take a leap of intellectual reasoning to realise that Islands are just rock-shaped installations. The problem is that, if you want to busy up the island, with anything other than turrets, then when you target the island you can cycle through 'subsystems' such as 'Tree1' or 'Bodged House' What I'd like to be able to do is set subsytems to 'no-target', so that the targetting computer will automatically skip over these in the list when cycling through subs. I can't see any way out of having to target the island in the first place, but this would be a great help, I think for more than TI
The second request is sort of the same as the first request, only with vulnerability. Once again, an Island is not something you want the player to 'blow up' as such, so you can either set it to invulnerable or give it rediculous hit-points. As far as I can find, there is no way of setting just the hull invulnerable and leaving subsystems vulnerable. This means that a turret with even 1% of hull takes an awful lot of firepower to down.
Though, admittedly, I haven't looked as hard for this one It'd be really good if you could have a sexp like:
Set-Subsystem-vulnerable/Ship/Subsystem
Set-Subsystem-invulnerable/Ship/Subsystem
That way, you could either set the ship to invulnerable and then 'vulnerabilse' the parts you want, or just set the 'hull' subsystem to invulnerable and leave the rest, whose Hitpoints would be taken from the ships tabled hitpoints as normal
Anyway, I'mm off to play with the new build, thank again!
#23
Flip - we might try ship-guardian for the islands, but then we're left with islands sitting at 1% hull integrity and probably sparking, which'd be rather odd.
TI - Coming in 2011 - Promise!
"Everyone has to wear clothes, and if you don't, you get arrested!" - Mr. T
"Everyone has to wear clothes, and if you don't, you get arrested!" - Mr. T
Re: New "no-bank" SCP build for you guys
#24Firstly, I love you goober and I want to have your babiesThis includes the contrail threshold as well as a toggle-subsystem-scanning flag for when you want to scan subsystems on small ships or scan entire big ships. As an uberbonus, I think I worked out all the kinks in my new conditional sexps. I'll let you guys figure out how they work.
On a more serious note I have questions
1. How does the toggle subsystem work? I tried setting it for an Aeolus cruiser but it wouldn't ungrey out the box in the ships editor so that I could add stuff to the various subsystems.
2. I'm playing about with the new conditionals but I'm having trouble figuring them out. I can't see what I should use to replace the argument. It appears that it's called twice. Once in the any-of SEXP and then again in the regular SEXP you're using.
For instance for this
when-arguement
-any-of
--Alpha2
--Beta2
--Gamma2
--is-destroyed-delay
---0
--- <<<<What goes here? The ship names again?
-do-nothing
I tried leaving it as <Arguement> but FRED complains when it loads the mission back in after having changed it to <Null>
3. Random-of evaluates to true when one particular arguement from the list (chosen at random) is true where as number-of=1 evaluates to true when any of the arguements comes true. Am I right?
4. How does the invalidate-arguement SEXP work? I would expect it to be used as a replacement for do-nothing (i.e in the action section rather than the evaulation section) but it appears possible you can also use it in the evaluation section. How does that work or was it just an oversight?
5. Not trying to be a pain in the arse but any chance of a debug build of FRED2? It's been a while since we had one to clean our our tables
#25
Hmm...conditionals are unusual - they want strings, they wont accept variables, and you can't pick from a list of ship names. It could be immensely useful if it does what I think it does though...
TI - Coming in 2011 - Promise!
"Everyone has to wear clothes, and if you don't, you get arrested!" - Mr. T
"Everyone has to wear clothes, and if you don't, you get arrested!" - Mr. T
#28
Those have both been requested before, and they're certainly possible. I'm not sure how much fiddling they'd require. They're not doable in an afternoon, but they're probably doable in a weekend. I'll take a look.What I'd like to be able to do is set subsytems to 'no-target', so that the targetting computer will automatically skip over these in the list when cycling through subs.
...
The second request is sort of the same as the first request, only with vulnerability.
*runs*Firstly, I love you goober and I want to have your babies
Whoops. Knew I forgot something. I'll take a look.On a more serious note I have questions
1. How does the toggle subsystem work? I tried setting it for an Aeolus cruiser but it wouldn't ungrey out the box in the ships editor so that I could add stuff to the various subsystems.
The any-of sexp supplies the possible arguments for the rest of the sexp, to replace <argument>. Make sure you spell it right.2. I'm playing about with the new conditionals but I'm having trouble figuring them out. I can't see what I should use to replace the argument. It appears that it's called twice. Once in the any-of SEXP and then again in the regular SEXP you're using.
Try this:
when-argument
--any-of
----Mine 01
----Mine 02
----Mine 03
----Mine 04
--<
----distance
------Alpha 1
------<argument>
----100
--self-destruct
----<argument>
I noticed that too, and I can't figure out why the heck it's doing that. Change it to <argument> in the .fs2 file (via Notepad) until I figure out how to fix it.I tried leaving it as <Arguement> but FRED complains when it loads the mission back in after having changed it to <Null>
Yup.3. Random-of evaluates to true when one particular arguement from the list (chosen at random) is true where as number-of=1 evaluates to true when any of the arguements comes true. Am I right?
It's used in the action section. I can't see where you'd use it in the other sections, and FRED shouldn't let you anyway. Can you elaborate? Basically what it does is remove the specified argument from consideration as part of the list, for instance if you're repeating the sexp.4. How does the invalidate-arguement SEXP work? I would expect it to be used as a replacement for do-nothing (i.e in the action section rather than the evaulation section) but it appears possible you can also use it in the evaluation section. How does that work or was it just an oversight?
Bah. Last time I tried a debug build of FRED I ended up with a bunch of errors, but I'll try again.5. Not trying to be a pain in the arse but any chance of a debug build of FRED2? It's been a while since we had one to clean our our tables
#29
Basically thisHmm...conditionals are unusual - they want strings, they wont accept variables, and you can't pick from a list of ship names. It could be immensely useful if it does what I think it does though...
when-arguement
-any of
--x
--y
--z
-eg. ship-destroyed-delay
--0
--<argument>
is the equivalent of this
when
-or
--is-destroyed-delay
---0
---x
--is-destroyed-delay
---0
---y
--is-destroyed-delay
---0
---z
However you also have SEXP's that trigger when 2 of those ships are killed, when all of them are killed or when a randomly picked ship out of the 3 is killed.
In addition you don't have to use them just for ship names. From what I understand you can use them for any arguement in a SEXP. So you could have this.
every-time-arguement
-any-of
--75
--50
--25
-<
--ship-hits
---Ship X
--<argument>
-Send Message
--Repeated warning
That Event will send out a (admittly repeatative) message every time a ship loses 25% of it's hull points. I'm sure there are more interesting things I can do with this that will come to mind as I play with it (I could have done the above using variables anyway )
BTW. I'm not ignoring Goober. We sorted out any further questions for the time being on IM