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well do this: make a diff warp in/out flare smaller and then make the warp drive diff for the missle so its directly like the warp drive on other ships 'cept it has the smaller warp flare create sequence.
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Originally posted by Slug: **Yes, just make it so it changes the ship's object type. That new object immediately cloaks and has the engage flags set so nothing attacks it, also deactivate the SHOWS UP ON RADAR flag. Make all of it's weapons, when activated, change it back to the origional object type. **
Ain't that a BIT complicated? It would also slow things down a LOT.
------------------ Long Live Apple! Long Live the Mac! (url="http://"http://www.geocities.com/salrillian")http://www.geocities.com/salrillian(/url) (url="http://"http://www.geocities.com/evclassic")http://www.geocities.com/evclassic(/url)
Not really. I mean, it's actually fairly simple to those who actually understand Hera (glares in Pyro's direction).
------------------ Good laws are produced by extremely bad manners. -Alduran Pirate Captain Macrobius StarLance
I just noticed what you typed(im not sure if thats a nice thing or not). But i have a question this time. Ive been working relly hard at hera and can do more that theorize now. Im trying to have 6 frieghters land at a planet and do that "score thingy" so when 3 of them land, you win. But after they land instead of adding one to my score ares just quits. How do u do that score thingy anyways.
..... WAIT its not a nice thing!! :mad: :mad: :mad: :mad:
(This message has been edited by Pyro (edited 10-29-2000).)
set the expire sequence for the freighter so it adds one to a certain score Then in the Scenario conditions, set a condition so if that score is 3, you win
------------------ Those who make up the rules, do not play the game. We, however, do. -Imperial Captain Alexi Darvonsal StarLance
Any questions go here, gentlemen.
------------------ Eagles may soar, but weasels don't get sucked into jet engines. -Alduran Outlaw Rick Blazer StarLance
(This message has been edited by Slug (edited 11-22-2000).)
you know its sad that my panetarion topic has just as many posts and it hasnt been around very long. ATTN newbies: post hera questions here not anywhere else, just here.
------------------ "Who's next?" -- Champion Maxwell Mokrev to an underling after leaping a fortress wall, killing 19 enemy SpaceMen, jumping into a tank, and crashing through all of the walls of the fortress, leaving nothing standing. nickel count: 5
How do you use the conditions to make it nesecary to capture more than one planet to pass a level?
Originally posted by Macintosh Man: **How do you use the conditions to make it nesecary to capture more than one planet to pass a level? **
Let's assume there are 3 planets that needed capturing. Here's a basic one:
IF OBJECT (planet 1) IS OWNED BY PLAYER (you)
THEN CHANGESCORE 1/0 BY 1
IF OBJECT (planet 2) IS OWNED BY PLAYER (you)
IF OBJECT (planet 3) IS OWNED BY PLAYER (you)
Finally make a fourth condition: IF COUNTER 1/0 IS 3
THEN DECLAREWINNER (you)
You see, each time each planet is captured, counter 1/0 (counter 1 player 0 (assuming you're player 0)) is added to by one. When counter 1/0 reaches 3 (meaning all three planets have been captured), the the DECLAREWINNER action sets in. I hope you do well on your plugin!
Slug
Yes, but what if you lose one of those planets? how can you make the counter set back one? In chapter 19 a strange condition is used, and I don't know how to use it.
It uses the AlterConditionTrueYet command, which activates other conditions. When you Capture the other moons (increasing the counter), it makes it possible for the Cantharans to recapture the moons and reduce the counter back. Make it so the DON'T CHECK IF INACTIVE flags are unchecked for the conditions and actions.
Ah, but b6 doesn't seem to be able to have conditions that are initially inactive. Found that out the hard way. :mad:
------------------ "Oi, oi, oi, me got a hurt n here Oi, oi, oi, me smell a ting is near Me gonna bosh and me gonna nosh An da hurt'll dissapear"
Are you sure? In the conditions box, just check the INITIALLY INACTIVE flag on for said condition.
Yep. That's what I did. I've had two things happen before when I did that:
1. It gives me a weird error message, something about a flagship of -1, when the requirements are met (doesn't matter if I've altered condition true yet or not), quits Ares, and tells me to restart.
2. It does the condition normally when the requirements are met (doesn't matter if I've altered condition true yet or not).
Originally posted by Mag Steelglass: 1. It gives me a weird error message, something about a flagship of -1, when the requirements are met (doesn't matter if I've altered condition true yet or not), quits Ares, and tells me to restart.
Go to the acenario objects, and uncheck the IS PLAYER SHIP flag for all ships belonging to player -1.
**2. It does the condition normally when the requirements are met (doesn't matter if I've altered condition true yet or not). **
But that only works if the condition is inactive in the first place!
Three questions:
1. I have a level where I want the player to disable a ship, a Sal Carrier and then board it. I made two ships: a Sal Carrier duplicate with a bunch of flags gone, like CanEngage, CanBeEngaged, etc., and also a Sal Carrier duplicate that had it's destroy settings to create one of the other carriers. I also have an assault transport with no EVA troopers. Disabling the carrier seems to work, but it often drifts rapidly in one direction. But the computer tends to crash shortly afterwards. What should I do here?
2. Is there any way to get the names to be correct in the little info displays that come up in briefings? They have a tendency to be wrong no matter what I do?
3. What happened to the rest of you Elasi fleet that you were going to pick up before the StarLance came? Can something be done with them? Just curious, you know...
------------------ 8 Lightnings Otherwise known as the Eclipse Knight More Info on THAT to come... "CRUISER DESTROYED. 91 remaining" -Ares, chapter 9, Hand Over Fist
Originally posted by 8 Lightnings: **Three questions:
1. I have a level where I want the player to disable a ship, a Sal Carrier and then board it. I made two ships: a Sal Carrier duplicate with a bunch of flags gone, like CanEngage, CanBeEngaged, etc., and also a Sal Carrier duplicate that had it's destroy settings to create one of the other carriers. I also have an assault transport with no EVA troopers. Disabling the carrier seems to work, but it often drifts rapidly in one direction. But the computer tends to crash shortly afterwards. What should I do here?**
First of all, don't use a normal carrier in the level. Make a duplicate, except have the DONT DIE WHEN DESTROYED and NEUTRAL DEATH flags set to on. Make it's death sequence so it changes it's object type to a bunker station with the Salrilian Carrier's sprite. It will be motionless, not shootable, won't shoot, and you can capture it with EVA troopers from the Assault transport.
The next beta of Hera (coming soon, as Andrew Welch told me)
When they disappeared, they disappeared in the Hatares Sector. Coincidence?
Slug is leaving, ask someone else.