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Author | Topic: The TRICK of the WEEK |
Dabu I Like Volition Posts: 4036 |
![]() ![]() ![]() ![]() Being far, far too lazy to actually read all of this, I decided I would post something I figured out quite a while ago(lets see... maybe six months ago or so). Sorry if this was already said. You know how it's a real pain to set backgrounds? Just get one of the missions that [V] made and open it in notepad. Scroll down to where it has the backgrounds and copy it. Then open your mission in the same fasion, and paste it in. There you go, nice pretty backgrounds with minimal work. IP: Logged |
Slasher Member Posts: 1803 |
![]() ![]() ![]() ![]() ![]() When making your mission, remember to have ships and fighters jump in from subspace at different angles. In other words, use all three axis'. It's space, okay? No gravity (at least not in FS2), so go ahead and have ships appear "above" or "below" you, jumping in "tilted" to one direction or another (but not necessarily out of formation with other warships they're jumping in with). There's no need to have all the ships jump in only on the X/Z axis, which is something I see far to much in newbie missions. IP: Logged |
GryphonJW Junior Member Posts: 24 |
![]() ![]() ![]() ![]() ![]() *Bump* IP: Logged |
Bomber
Bob Junior Member Posts: 4 |
![]() ![]() ![]() ![]() hmmmm.... the use of fighters jumping in close to battleships. could cause a few problems if in the middle of battle. I like the idea of useing repair ships to drag others out...interesting to see if FS2 re4alises the ship has gone.... im really interested in making a campaign, with plot and all. If anyone has any contributions dont hold back as i doubt i can make about 30 different missions on my own...will post outlined plot later. IP: Logged |
Bomber
Bob Junior Member Posts: 4 |
![]() ![]() ![]() ![]() Hello all...ok heres the outlined plot for my campaign...this seems like a good forum to post it in so here goes. It is 20 years after the second grewat war and the Knossoss portal back
to earth is reaching completion. The GTVA has finished rebuilding its
crippled battle groups and have now discovered a way of stabalising
unstable jump nodes using science vessels. At the start of the campaign
you are stationed abord the GTD Anubis, a hecate class destroyer, built to
replace the GTD Bastion. At the begining of the campaign you oversee the
re-incursion back into the sol system using the new "sol" knossoss.
Howvever, once you arrive in the earth system ou discover that the earth
council has decided to cast out Vasudans, blaming the collapse of the sol
node on them. The terrans from the non-sol systems ally with the vasudans
as the earth terrans launch a full scale offensive aginst the GTVA.
Meanwhile, at the locations of the now collapsed sub-space nodes to
capella motitoring vessels begin to detect odd sub-space readings. Half
way through the Terran war, the Anubis and its battle fleet are sent to
guard the epsilon Pegasai node, whilst the rest of the GTVA push the earth
terrans back. At this point Shvian forces begin to emerge from the
sub-space portal, and the GTVA is put on high alert. It is decided that
the sealing off of the epsilon-pegaisai sysyems is out of the question,
and that the GTVA must push back the shivan fleet. There is a new colossus
class ship too but i need a name (possible Titan?) ------------------ IP: Logged |
ZylonBane I Sold My Soul to Volition Posts: 6169 |
![]() ![]() ![]() ![]() ![]() Okay, BomberBob can write, but when will he learn to read? ------------------ Got beam questions? Check out The FS2 Beam Reference IP: Logged |
Bomber
Bob Junior Member Posts: 4 |
![]() ![]() ![]() ![]() Ok..ok..im more of a writter than a level maker but hey....i try. and my spelling supposed to be bad.....honest ne way..... ne1 interested? IP: Logged |
ZylonBane I Sold My Soul to Volition Posts: 6169 |
![]() ![]() ![]() ![]() ![]() Oh good grief. I guess this is one of those times when you just have to jam the little dog's nose in his poop. Bob, look at the title of this topic. See where it says, "The TRICK of
the WEEK"? Your post was a campaign idea, not a trick. Bad Bob! Bad! ------------------ Got beam questions? Check out The FS2 Beam Reference IP: Logged |
Bomber
Bob Junior Member Posts: 4 |
![]() ![]() ![]() ![]() opps sorry all my brain was..um....altered with shivan mind control....honest... (how stupid do i feel) sorry Fred2 boffs IP: Logged |
Slasher Member Posts: 1803 |
![]() ![]() ![]() ![]() ![]() It's all right, Bob. Just wipe your nose off, get back up, and come back again when you have a TRICK to post. IP: Logged |
Phantom1224 Junior Member Posts: 58 |
![]() ![]() ![]() ![]() ![]() okay, heres a trick that i found the helps alot when you are doing your briefings..sorry if this has been said.. When working on your briefing, if you want the view to get lined up "straightly" (as they are in the main FS2 campaign) instead of having some nasty angled view, go up to the "Misc" menu and use either "Align Object" or "Level Object". ------------------ [This message has been edited by Phantom1224 (edited 02-15-2001).] IP: Logged |
The
Claw Member Posts: 423 |
![]() ![]() ![]() ![]() ![]() quote: No... it's only been said about 3 times Now here's my tip and a #bump# Ever want to show a Mjolinir placed in a mission? If you've ever tried, you will realise a Mjolinir has no docking points, and so cannot be towed into position... so here's my way. Place your Mjolinir's where you want them, then place containers (TC-Tri-the big ones) over them (and I mean exactly over them- use the position tool). After that, get your freighter and line it up with the cargo container (as if it was docked) and take notw of it's position. Keep a note of it then move your freighter out of the way. Make a waypoint directly behind the freighters previous location, then one on the noted location (this is to line the freighter up properly). After that, all you have to do is move the cargo somewhere else, get the freighter to dock with the cargo, do the waypoints, undock and go away, and that's the set up complete... now for a bit o sexp and arrival cue wrangling. About 10 seconds after the freighters have undocked (doesn't really matter), tell the mjolinirs to warp in, and make sure no warp effects is ticked. After that, it's just a simple case of making the cargo containers self destruct as soon as possible after the arrival of the Mjolinir, as even this large container will not completly hide the mjolinir (cause of the rotation- it will at some points, but no others). That's it, although you might want to make the Mjolinir temporarilly invulnerable when the cargo self destructs, since they will take some damage otherwise. And that is how you get to deploy Mjolinirs... ------------------ IP: Logged |
Kazan I Really Really Like Volition Posts: 5710 |
![]() ![]() ![]() ![]() ![]() I could also easily put a docking point on a Mjolnir and redistribute the edited POF .. it doesn't affect the tables what so ever ------------------ IP: Logged |
The
Claw Member Posts: 423 |
![]() ![]() ![]() ![]() ![]() Yeah, but you know how to do that kinda thing. I for one, don't, and I'm sure loadsa other ppl don't either, which is why i posted this. Oh yeah, good work on those editting tools man... now all i have to do is figure out how to work them ------------------ IP: Logged |
Terminal_Decline Member Posts: 407 |
![]() ![]() ![]() ![]() ![]() You could take, say, a bomber, and give it some beam-free-all SEXPs. Save the mission, and open it up in Notepad. Replace the bomber's turrets with AAA beams. This gives you some very nasty fighter killers. IP: Logged |
Phantom1224 Junior Member Posts: 58 |
![]() ![]() ![]() ![]() ![]() *bump* ------------------ Dawn of Darkness IP: Logged |
The
Claw Member Posts: 423 |
![]() ![]() ![]() ![]() ![]() I think someone should get all of this down onto paper- there is some really good stuff here. BTW, to get a ship that comes out of a cargo container that is moved, just do the mjolinir beam thing but with ships ------------------ IP: Logged |
Fozzy Member Posts: 102 |
![]() ![]() ![]() ![]() ![]() Thats not fair i thort of that Repair beam. And i thort i was the only one. It was going to be my big suprise. (i cant make it fire at a friendly ship though.) "Anyone have any good tricks for checking when a stealth ship is too close to a hostile ship and can be seen? My problem is that the AI is pretty good at ignoring the effects of the stealth mode." I am not shure weather this is right but Wot the hec: IP: Logged |
Fozzy Member Posts: 102 |
![]() ![]() ![]() ![]() ![]() Tension Bulder ( like the one with the Vasudan jumping in and instantly jumping out but Difrent) Extract the FS music files out of the Vp IP: Logged |
ZylonBane I Sold My Soul to Volition Posts: 6169 |
![]() ![]() ![]() ![]() ![]() 1. You don't have to extract WAVs to reference them in your missions. 2. That would sound exceptionally bad, since you'd have two pieces of music playing at once. ------------------ Got beam questions? Check out The FS2 Beam Reference IP: Logged |
morris13 Member Posts: 277 |
![]() ![]() ![]() ![]() ![]() quote: I've noticed that to be the case in almost all the missions i've ever seen either from [V] or from users. Even when ships jump in above or below the standard plane its only a lil ways so they're still basically operating within a 2d system, only with a general up/down like you would have in an atmosphere. What *I* would like to see, and plan to do myself, is have battles where ships jump in at 90 degrees or so from the targets X axis, coming in either straight 'up' or 'down'. This, I think, might explore a lot of weakness in firing arcs that don't normally show up... IP: Logged |
Darkstar Member Posts: 474 |
![]() ![]() ![]() ![]() Try to use the sound files V used for the main campaign. Like when all the fighting is going on and all of a sudden there are reinforcements available just a message by command may go unnoticed, however if you use the sound file "reinforcements are standing by...." it might help a bit. There are a lot of usable sound files like this all you have to do is look. ------------------ It is said, that in every age there is one singular event that forever changes the world around us. IP: Logged |
TinoMNYY24 Junior Member Posts: 64 |
![]() ![]() ![]() ![]() ![]() LOAPhReAk gave code to repair a ship when it comes close to another object. The best way to do this, I think, is to "heal" the hull, then use the subsys-set-random operator to set all subsystems on the selected ship to between 100 and 100. Also, do any of you guys know how to set the target of an operator to all friendly, all enemy, all ships, etc...? I'm trying to disable the jump device on every ship in a 100+ ship mission, and I would like to do this in one operator. This might have been answered before, and if so, I'm sorry, but please tell me where to look for the answer. Thanks ------------------ IP: Logged |
Templar Junior Member Posts: 11 |
![]() ![]() ![]() ![]() Ok I am not the best expert on FRED 2 but what the heck? Here is my trick: I have a mission were an Capship is being refueled by the gas tankers. But one of the tankers is a traitor. so when it docks i had it self destruct. But to make it look like the Capship get massive damage was to set the Hull level in the same event to whatever level you want. So when the tanker blows up, the hull goes down. (I also had it disabled) Ok so it is not the great of a trick and a no-brainer. ------------------ ------------ "Go that way, really fast, and if anything gets in you way...turn" Bad guys were invented so good guys don't get bored. IP: Logged |
Sushi Member Posts: 228 |
![]() ![]() ![]() ![]() ![]() No non-player ship can jump out without permission from the player or events- just disable the player drive, and use SEXPS to keep all other ships from going. And take away the jump-out command permission.
------------------ Accelerate your game-Velocity Mod IP: Logged |
TinoMNYY24 Junior Member Posts: 64 |
![]() ![]() ![]() ![]() ![]() That's really what I wanted to do, make sure that the player doesn't give the order to warp-out when my storyline says that the warp drives of all ships are disabled. There isn't anything in the AUI that makes cap ships or fighters warp out under special circumstances or anything, is there? ------------------ IP: Logged |
Analazon Junior Member Posts: 42 |
![]() ![]() ![]() ![]() I just came up with a cool idea that has probably already been said somewhere else Cargo Container Mines: you use an event that tells the cargo container to self destuct if a ship comes near it. I'll post another one of these after I test it. IP: Logged |
Analazon Junior Member Posts: 42 |
![]() ![]() ![]() ![]() Just tested it, the sexp tree is pretty short compaired to some of the stuff I'd seen around here, but it seems that you need to create one for every mine, or mine group. If there is an easier way, than what I have, I'd like to know. here it is: Where sc 5 1 is the cargo container IP: Logged |
Sushi Member Posts: 228 |
![]() ![]() ![]() ![]() ![]() Only problem I can think of is that support ships will be able to warp in and out freely- you'd have to leave them out of the mission. ------------------ Accelerate your game-Velocity Mod IP: Logged |
Strat Junior Member Posts: 9 |
![]() ![]() ![]() ![]() ![]() 1 quick recommendation, don't use cargo containers, use escape pods or sentry guns(disarmed). Or if your feeling particularly nastyin a nebula, a meson bomb using the sabotage hull 101% trick to detonate it quicker IP: Logged |
sandwich Junior Member Posts: 34 |
![]() ![]() ![]() ![]() quote: I've done that with each and every original mission in the game. Pick it up on my site (siggy).
quote:
------------------ IP: Logged |
morris13 Member Posts: 277 |
![]() ![]() ![]() ![]() ![]() Some of you might know about this already, but it solved a problem we were having and I thought I'd share it with you. If you want a primary that fires something a little more distinctive than the standard laser shots, where you can really only edit the color and length, you can use the $model field just above the laser rendering section to use an actual .pof file for the weapon shots instead of standard beam shots. This allows you to make one gun look like its firing multiple shots at once, even different kinds of shots. You can use missile .pof files or make your own. All you have to do is put the .pof filename in the $model field and delete ALL the laser rendering sections (everything down to the $mass entry). Give it a shot, see how it works. =) IP: Logged |
Black
Wolf Member Posts: 414 |
![]() ![]() ![]() ![]() ![]() Bump This is some good stuff IP: Logged |
karajorma Member Posts: 1120 |
![]() ![]() ![]() ![]() quote: I came across a similar problem in my first mission. I wanted the enemy
to keep attacking a ship until it was disabled and then to make sure all
the ships that did arrive were destroyed. IP: Logged |
Ulala Member Posts: 1019 |
![]() ![]() ![]() ![]() ![]() This isn't really a trick, its more of a no-brainer that my brain finally thought up. Well SEXPs really arent my thing, (I cant even get algebraic
expressions correct) but when I was making a mission I had an Arcadia that
was to be defended. After the Shivans were destroyed, I couldnt find a way
to make FS2 know that the station was alive unless I did 'not
destroyed-delay' or make the expression true or something like that but it
ended up saying the objective was completed right when I started the
mission. I couldn't think of a way until one night it hit me. Why not have
a ship warp in and dock with it? That way if it was destroyed, it would
say 'Primary objective failed' and if it survived, at the end of the
mission when the transport docked it would say 'Primary objective
complete'. With my little understanding of those stupid SEXPs, I was
pretty proud... *BUMP* ------------------ IP: Logged |
Blackace237 Member Posts: 673 |
![]() ![]() ![]() ![]() ![]() Do the walkthrough... All the sexp help you'll ever need... ------------------ These detonators were a piece of junk! I even followed the directions... - Lt. Commander Snipes - Special Operations Command IP: Logged |
Stryke
9 Member Posts: 699 |
![]() ![]() ![]() ![]() There's a walkthrough? There used to be a class at my school, but they canceled it... OBVIOUS TIP: People have lately been complaining that they can't interact with the game enough- argue, turn traitor, whatever. So, while working on a PA mission where you were supposed to join either the GTVA or a bunch of rebels, I used the "key-pressed" operator to make it so you could just say you wanted to join the enemy or not. IP: Logged |
Slasher Member Posts: 1803 |
![]() ![]() ![]() ![]() ![]() For the above trick, you can click on the link below for more information: http://vbb.volition-inc.com/ubb/Forum6/HTML/002077.html IP: Logged |
Stryke
9 Member Posts: 699 |
![]() ![]() ![]() ![]() Doesn't use my method though. That's a forced "talking" that does not involve the player's decisionmaking, etc., which this does. IP: Logged |
Slasher Member Posts: 1803 |
![]() ![]() ![]() ![]() ![]() Nope, they're the same thing. In your method you're having the player press a key to make a decision. The same thing is described in the other thread as well. The player is offered a number choice, and he or she is free to make his decision. Here's an example: Command offers you a decisionon which runaway ship you want to pursue. Based on your decision, you could answer by pressing the "yes" or "no" key, which would be shown in your directives box or in the message from Command itself. Since the two ships could offer two very different challenges, it is thereby a very conscience decision. Of course, usually the best way of making decisions like these in such
missions is through the players actions, not simple "yes I'll join you
rebels, or "no, I'd rather remain loyal to the GTVA" messages... [This message has been edited by Slasher (edited 07-31-2001).] IP: Logged |
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