Tutorial - In-Mission Jumps - FreeSpace Wiki.pdf
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Tutorial - In-Mission Jumps - FreeSpace Wiki
12-08-14 11:14
Tutorial - In-Mission Jumps
From FreeSpace Wiki
Today we're gonna look at how to make in-mission subspace jumps!
They're easy to make and contain 57% of your daily spinning blue content.
All you need is a FreeSpace Open, version 3.6.12 at the very least.
Contents
1 Capital Ship Micro Jumps
1.1 Setting up the mission
1.2 Using ship-copy-damage
2 Player In-Game Jumps
2.1 The Thought Process
2.2 Serious SEXPs are Serious
2.3 warp-effect and Relative Coordinates
2.3.1 Making Mistakes
2.4 Fading Through Space and Time
2.5 Finishing It Off
3 Jumping In Other Fighters
Capital Ship Micro Jumps
Setting up the mission
First lets set up a super simple mission! Open up FRED and make something like this.
http://www.hard-light.net/wiki/index.php?title=Tutorial_-_In-Mission_Jumps&printable=yes
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Tutorial - In-Mission Jumps - FreeSpace Wiki
12-08-14 11:14
Here's a link to the blank mission if you're too lazy to make it yourself.
[Blank Mission
(http://lazymodders.fsmods.net/axemart/FreeSpace/Tutorials/IngameJumps/missions/axem_microjump_blank.fs2) ]
Okay, so now let's start some magic. Let's move Aquinas Station about 30 klicks out. Then let's make a new Aeolus
cruiser. We're going to name it Ascendant#2. We'll place Ascendant#2 close to Aquinas Station.
For ship names, FreeSpace will ignore anything past the # sign. Older missions that might have tried this would have
used non-ASCII characters, like a "á" or "ó". Since those characters aren't in the font files, they show up as blanks. But
if FreeSpace ever gets true TTF support, guess which missions are going to look pretty funny!
NOTE: This happens in wing names too to a certain detriment. Naming a wing Alpha#2 will make the fighter names be
Alpha#2 1, Alpha #2 2 and etc. But since anything past the # will be ignored, in game all you're going to see is Alpha,
Alpha, Alpha, and Alpha. So its not a good idea to do this for fighters. We'll get around that later.
So for Ascendant#2's arrival cue, we're going to set it to when Ascendant has departed. You can insert a delay, but for
these relatively small distances for FTL, its going to be near instant anyway.
http://www.hard-light.net/wiki/index.php?title=Tutorial_-_In-Mission_Jumps&printable=yes
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Tutorial - In-Mission Jumps - FreeSpace Wiki
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Then we'll make the Ascendant's depart cue to leave after 5 seconds.
Okay, let's go run the mission real quick. We should have the Ascendant warp out and then warp in again, right next to
Aquinas Station.
"Gee Axem, I'm not THAT dumb. I could have figured that out by myself!"
I see I have underestimated you. Let's kick it up a notch. Let's increase the depart time for the Ascendant to 30 seconds.
http://www.hard-light.net/wiki/index.php?title=Tutorial_-_In-Mission_Jumps&printable=yes
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Tutorial - In-Mission Jumps - FreeSpace Wiki
12-08-14 11:14
Now lets add a hostile cruiser, a Fenris. Let's name it the Gosforth. And since we're going to be lazy with this, lets just
tell it to attack the Ascendant.
The resulting battle should now damage the Ascendant to a degree. Let's replay this mission now!
http://www.hard-light.net/wiki/index.php?title=Tutorial_-_In-Mission_Jumps&printable=yes
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Tutorial - In-Mission Jumps - FreeSpace Wiki
12-08-14 11:14
To no one's surprise, the Ascendant takes out the Gosforth in under 30 seconds. Without beams. With that task finished,
the Ascendant warps to Aquinas Station...
and is miraculously healed from its injuries...
http://www.hard-light.net/wiki/index.php?title=Tutorial_-_In-Mission_Jumps&printable=yes
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