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Custom mission questions here! - 4/17/2004 10:49:56 AM   
Isil`Zha

 

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I have more, but just for now:

When making a mission event/trigger - what type of sound files and what directory does it read from?
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RE: Custom mission questions here! - 4/20/2004 5:09:17 PM   
isferno

 

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As I understand it, plain .wav files in the dir you want them to be.

I've got a question of my own:
A small part of my Mission I'm working on (introduction into the rest) concerns a runaway spy ship which surrenders after first damage.
Two pair of fighters have been dispatch to do this job (search and engage), but one pair (who were escorts of other pair) chances IFF.

My question, How can I change an engage spy-ship into an escort spy-ship job and an escort fighter into an engage fighter?

Without my interference, the hunters will continue to destroy the surrendering "spy-ship" and the turned agents will continue to escort.


If this is not possible, I can still change the intro into, "dispatch some fighters and confince the spy with a shot or two to hold until ..."
Thoug it will then be difficult to program an event of agent fighters trying to aid their spy with some sensitive info.

(in reply to Isil`Zha)
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RE: Custom mission questions here! - 4/20/2004 7:41:16 PM   
John DiCamillo

 

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Yes, the sounds are plain wave files, but they should be in the /Mods/Sounds directory. I think you can place them in a subdirectory such as /Mods/Sounds/milo/mission1 as long as you specify the subdirectory in the event. So the sound file would be "milo/mission1/sound1.wav".

I'm a bit confused over what you want to happen in the mission. What is the spy-ship's initial IFF? What happens when it surrenders? You could have it signal its surrender by changing IFF from 2 (enemy) to 0 (non-combatant).

You will also need an event to change the objective on the fighters that have been told to engage the spy-ship. Set the following parameters:

Event action = Objective
Event ship = the fighter element callsign
Event target = the spy-ship callsign
Event param = 9

At least, I think that 9 is the correct parameter for "escort". It might be 4 or 5. I'll have to look it up and get back to you on that...

_____________________________


(in reply to isferno)
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RE: Custom mission questions here! - 4/20/2004 11:01:00 PM   
Isil`Zha

 

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could we get a list off all those parameter numbers?

PS: does the damage parameter refer to the % that's displayed in-game?

Oh, and from the response before I got the sound working, just needed the -filesys. :)

< Message edited by Isil`Zha -- 4/20/2004 9:06:05 PM >

(in reply to John DiCamillo)
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RE: Custom mission questions here! - 4/20/2004 11:39:51 PM   
isferno

 

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quote:

ORIGINAL: John DiCamillo

I'm a bit confused over what you want to happen in the mission. What is the spy-ship's initial IFF? What happens when it surrenders? You could have it signal its surrender by changing IFF from 2 (enemy) to 0 (non-combatant).

You will also need an event to change the objective on the fighters that have been told to engage the spy-ship. Set the following parameters:

Event action = Objective
Event ship = the fighter element callsign
Event target = the spy-ship callsign
Event param = 9

At least, I think that 9 is the correct parameter for "escort". It might be 4 or 5. I'll have to look it up and get back to you on that...


The spy ship is an cargo ship (IFF 0) which turns into 1. (A fighter ship would have be blown away with missiles unless I send them out clean)
After the Iff changes including a surrender message, my pilots still keep shooting at the cargo ship.
After a delay, the escorts show their true color (IFF 2) but fly by harmlessly, nothing more then escorting their original target.

But with your parameter list, (It seems logical numbered as with assignment?) I guess I can continue from there one.

After that, a war scene slowly turns toward the spy ship and objectives change from defending an important post to avoid losing the target.

At least I can be more specific with targeting ship for the AI then just hook them and jump then right and timed.

(in reply to John DiCamillo)
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RE: Custom mission questions here! - 4/21/2004 6:53:26 PM   
isferno

 

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The following appears to happen while changing the Objective: (fighters are IFF 1)

With - Changing cargo ship IFF 0 to IFF 1 and the fighter
- The fighters keep on continuing the last thing they are doing (can't be placed on hold either)
- The fighters effectively change their objective to escort when the enemy agents are in the vicinity
With - Changing cargo ship IFF 2 to IFF 0 and the fighters will
- continue to damage the cargo ship until it is destroyed
- only after succesful destruction will engage enemy agents

And also:
Fighters on Patrol don't bother enemies though drop decoys and might make evasive maneuvres
Fighters who are launched after the game has started can not artificialy be influenced to change objectives


For reference you can find the small events tryout defenition attached as ZIP file.

Attachment (1)

(in reply to isferno)
Post #: 6
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