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Extended Walkthrough
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This file will walk you through the process of creating a large, polished mission. It assumes you've already
read the Quick Start and the sections on Basic Concepts,
The Toolbar, and Menu Commands. This may take a couple of hours,
so pour yourself a beverage.
If you want to play the mission before we reveal the plot, run FreeSpace 2. Go into the Tech Room, select
Mission Simulator and pick Single Missions. This is the mission "Shipyard (completed)".
If you get confused about something in the walkthrough, you can open the file shipyard-completed.fs2
in FRED2.
The sections of this file are:
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Planning the Mission
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Before opening FRED2 to build a mission, it is worth spending some time with a pencil and paper planning the
mission. What forces are involved, and what are they trying to accomplish? What events will happen over the course
of the mission?
On the other hand, you will inevitably make some changes as you build the mission. Perhaps you will discover
that it is unbalanced (the same side always wins), or that it takes too long. These things can usually be fixed
by changing the exact number and type of ships involved.
In this mission, the (single) player is defending a GTVA shipyard. The shipyard consists of a GTI Arcadia and
two GTI Ganymede installations. There is a GTD Orion destroyer docked in one of the rings. There are also some
cargo containers and transports scattered about.
The shipyard is attacked by the Neo-Terran Front. There are two parts to the attack.
In the first part, a pair of cruisers (a GTC Leviathan and a GTC Aeolus) and some fighters come at the shipyard.
They player and the other friendly fighters engage the enemy fighters, while a GVCv Sobek corvette meets the cruisers
in beam combat.
This is just a diversion for the second part of the attack. Having drawn the GTVA forces to one end of the shipyard,
the Neo-Terrans bring in some transports (GTT Argo) full of marines to steal the docked Orion-class destroyer.
The transports have their own escort fighters, of course.
A very skillful player (or one who knows what's going to happen) might be able destroy the transports quickly.
If this happens, the NTF abandons the attack.
If the NTF marines manage to take over the destroyer, they bring its engines on line and head for the local
jump node. They player must disable and disarm it before it jumps out.
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Stationary Objects
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You'll begin by placing large, stationary objects like installations. Laying out the "terrain" for
the mission will help you decide where to place other things later.
Before starting, read about the Objects Editor and the Ships
Editor.
Now, open FRED2. The Arcadia installation is at the center of the action, to it makes sense to put this at location
(0, 0, 0). You'll need to get the player away from that area, so drag the player's ship a few kilometers away,
to someplace like (0, 0, -3000). While you're at it, form a wing containing that ship and call it Alpha.
Place the objects listed in the table below. Use the Objects Editor to make
their positions exact.
|
Object
|
Class
|
Position
|
Notes
|
| GTI Vulcan's Forge |
GTI Arcadia |
0, 0, 0 |
Escort ship, priority 80 |
| Ring 1 |
GTI Ganymede |
3000, 0, 0 |
|
| Ring 2 |
GTI Ganymede |
-3000, 0, 0 |
Protect ship |
| GTD Relentless |
GTD Orion |
-3000, 0, 0 |
Protect ship
Escort ship, priority 80
Velocity: 0
Engine subsystem strength: 0
Initial orders: play dead, priority 50
Hotkey: F12 |
Ring 2 and the Relentless are protected so that the NTF won't shoot at them. (Shots at Ring 2 might hit the
Relentless.) If the Relentless is taken over, GTVA ships shouldn't try to destroy it; the protection will be helpful
there, too. Vulcan's Forge and the Relentless are both escort ships, so their hull strength will show up on the
right side of the player's HUD. The Relentless is supposed to be off-line with just a skeleton crew, so it has
velocity zero, disabled engines (and hence no engine glow), and orders to play dead. Finally, we let the player
target the Relentless by pressing F12.
Depending on your camera angle, the shipyard should now look something like this: 
This is a good time to save the mission and test it out in FreeSpace 2. Save early and often!
Read about the Waypoint Path Editor; you'll need it to rename a jump
node in a moment.
Here are some more objects to place:
|
Object
|
Class
|
Position
|
Notes
|
| TC-TRI 5 |
TC-TRI |
1000, -1500, 3000 |
Cargo: Hull Plating |
| TC-TRI 6 |
TC-TRI |
1500, -1500, 3000 |
Cargo: Beam Weapons |
| TC-TRI 7 |
TC-TRI |
2000, -1500, 3000 |
Cargo: Warp Coils |
| TC-TRI 8 |
TC-TRI |
2500, -1500, 3000 |
Cargo: Scrap Metal |
| TC-TRI 9 |
TC-TRI |
3000, -1500, 3000 |
Cargo: Missiles |
| TAC 1 10 |
TAC 1 |
4000, 0, -1000 |
Cargo: Inertial Dampeners |
| TAC 1 11 |
TAC 1 |
4000, 250, -1000 |
Cargo: Subach HL-99 |
| TAC 1 12 |
TAC 1 |
4000, 500, -1000 |
Cargo: Cables |
| GTD Triumphant (1) |
TC-TRI |
3000, 0, -500 |
Alt name: (under construction) |
| GTD Triumphant (2) |
TC-TRI |
3000, 0, 0 |
Alt name: (under construction) |
| GTD Triumphant (3) |
TC-TRI |
3000, 0, 500 |
Alt name: (under construction) |
| GTD Triumphant (4) |
TC-TRI |
3000, 0, 1000 |
Alt name: (under construction) |
| GVCv Pomotep |
GVCv Sobek |
Approximately
-2000, 2000, 4000,
pointing toward
GTI Vulcan's Forge |
Escort ship, priority 80
Player orders: none |
| Jump Node |
Jump Node |
-3000, 0, 10000 |
|
Save the mission again, and try it out if you wish.
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Large Ship Movements
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While FreeSpace 2 is really about fighters and bombers, it would just be a series of isolated dogfights if it
were not for transports and capital ships. These larger ships provide obstacles, visual variety, and plot points.
With FRED2, you can make these ships behave intelligently (or at least appear to do so).
The shipyard mission will have four sequences of large ship movement. They are described below, in order of
increasing complexity.
Orbiting Transport
The first scripted sequence is a transport repeatedly flying around a series of waypoints.
Place the objects listed below. Remember that, to add a waypoint to a path, the previous waypoint in the path
has to be selected.
|
Object
|
Class
|
Position
|
Notes
|
| Waypoint 1:1 |
Waypoint |
Approximately 500, 0, -1000 |
|
| Waypoint 1:2 |
Waypoint |
Approximately 1500, 1000, -1000 |
|
| Waypoint 1:3 |
Waypoint |
Approximately 2500, 0, -1000 |
|
| Waypoint 1:4 |
Waypoint |
Approximately 1500, -1000, -1000 |
|
| GVT Amazonia |
GVT Isis |
Approximately -300, 0, -1500,
pointing to Waypoint 1:1 |
Initial orders: waypoints, Waypoint path 1, priority 50 |
Save the mission and go watch the transport do its thing. Notice that it will keep travelling around the waypoints
over and over; this is the difference between waypoints and waypoints-once.
If you get impatient while watching the GVT Amazonia, remember that you can change the time scale during the
mission; the default keys for this are < and > (don't forget to hold down Shift). This is very useful when
scripting large ship movements.
Freighter Grabbing Cargo and Jumping Out
The next bit of traffic in the shipyard is a freighter that docks with one of the cargo containers and then
jumps out. Here is the freighter:
|
Object
|
Class
|
Position
|
Notes
|
| GTFR Pelican |
GTFR Triton |
Approximately 2000, -1000, 200,
pointing toward TC-TRI 9 |
Initial orders: dock, TC-TRI 9, cargo dock 01, cargo dockpoint, 50 |
We also need to tell the Pelican to warp out after it picks up the cargo container. To do this, we'll need a
SEXP. Go read about SEXPs now.
Use this SEXP for the Pelican's Departure Cue: 
Save the mission and go experience the unbridled excitement of interstellar commerce.
NTF Attack: Part 1
You're probably about ready for some combat now. Never fear, you're about to bring in the big guns.
Two NTF cruisers are going to warp in and attack Ring 1. First, just place these ships and give them attack
orders. (FRED2 may incorrectly claim that you're telling them to attack their own team. Ignore this; it happens
because some details don't get updated until you close the Ships Editor.)
|
Object
|
Class
|
Position
|
Notes
|
| NTC Hugin |
GTC Leviathan |
5100, 2900, 4600 |
Hostile
Initial orders: attack Ring 1, priority 50
Escort ship, priority 50
Hotkey: F9 |
| NTC Munin |
GTC Aeolus |
5100, 2800, 4200 |
Hostile
Initial orders: attack Ring 1, priority 50
Escort ship, priority 50
Hotkey: F10 |
Save the mission. If you try it out, you will notice several things wrong:
- The attacking ships are present right at the beginning of the mission.
- They don't stay together; the Munin moves much faster than the Hugin.
- They don't use their beam weapons.
To fix these problems, you'll have to use events. Go read about the Events Editor
now.
First, you want the enemy ships to arrive a short while after the mission starts. You could do this by directly
adjusting their Arrival Cues in the Ships Editor. It is a better idea to create an event for the
arrival of the NTF, and have the ships arrive when this event occurs. This way, if you decide to change the arrival
time, you can do it in one place, rather than editing a bunch of different ships. Also, you can have the event
happen almost immediately when you're testing things out, then later move it back to a more reasonable time.
Create this event: 
Use this SEXP for the Arrival Cue on each of the NTF cruisers: 
Now for the speed problem. You can limit a capital ship's speed when it is flying waypoints.
Create a couple of waypoints, making sure they're on different paths.
|
Object
|
Class
|
Position
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Notes
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| Waypoint 2:1 |
Waypoint |
3100, 900, 600 |
|
| Waypoint 3:1 |
Waypoint |
3100, 800, 200 |
|
Change the Hugin's initial orders to waypoints-once, Waypoint path 2, priority 50. Similarly, have
the Munin head for Waypoint path 3. For good measure, use the Objects Editor to point each of these ships
at the waypoint to which it's going.
Now, you can create an event that will slow down the Munin and free the beam weapons on both cruisers. (Beam
weapons are locked off by default.) You'll need to use Add Operator to do it: 
Save the mission and test it.
This is a good time to make Alpha 1 Invulnerable, so you can watch the action without fear of being destroyed.
A one-sided capital ship battle isn't very interesting, so it's time to bring the GVCv Pomotep into the action.
Since the cruisers are faster, we can't just order the corvette to attack them. However, we can have it head for
a waypoint near theirs, which will look just as good to the player.
|
Object
|
Class
|
Position
|
Notes
|
| Waypoint 4:1 |
Waypoint |
3500, 500, 800 |
|
Add this event: 
Now the Pomotep will move the "intercept" the cruisers 30 seconds after they arrive.
To make the story more interesting, let's say the Pomotep has recently returned from battle. In the Ships
Editor, set its hull strength to 82. You could go through and damage each of the various subsystems, but there's
a better way. Insert this event at the beginning of the event list: 
This will randomly set the strength of each of the Pomotep's subsystems to somewhere between 25 and 100 percent.
Save the mission and go enjoy the fireworks.
NTF Attack: Part 2
The last (and most complicated) scripted sequence in this mission is the NTF transports responsible for capturing
the GTD Relentless.
These transports will be in a wing, so you'll need to read about the Wings Editor.
Place four GTT Argo transports around position (-2000, -2000, 1000) and group them into Sleipner wing. You can
set some things, such as the Hotkey, in the Wings Editor. For other things, like cargo, you'll have
to mark all four ships and then use the Ships Editor.
|
Object
|
Class
|
Position
|
Notes
|
| Sleipner wing |
GTT Argo (x4) |
Approximately -2000, -2000, 1000, pointing to GTD Relentless |
Hostile
Hotkey: F11
Cargo: Marines
Cargo not known |
Create an event called "NTF force 2 arrival cue". Make the SEXP identical to "NTF force 1 arrival
cue" by using Copy and Paste. (We'll change the time on this event later.) Set the Arrival
Cue for Sleipner wing so that they arrive when this event becomes true. Be sure to do this in the Wings
Editor, not in the Ships Editor.
Give Sleipner 1 (but not the other Sleipner ships) initial orders to dock with the GTD Relentless.
Only one ship can dock with the Relentless at a time, so the others will have to take their turns.
The next bit of SEXP wrangling is a little complicated, so this is a good time to save the mission.
Suppose it takes two transports full of marines to take over the Relentless. If this happens, there's no way
to know in advance which two transports will be responsible; perhaps the player will destroyer Sleipner 2, but
Sleipner 1 and Sleipner 3 will successfully dock. You need a way to keep track of how many transports
have docked.
Fortunately, FRED2 lets you store values like this in variables. Right click on any event in the Events Editor
and select Add Variable. Call the new variable DockCount, and give it a default value of 0.

Now, when Sleipner 1 finishes its work (say, 10 seconds after it has docked), it should do the following:
- Transfer its cargo to the GTD Relentless
- Get new orders to undock and warp out
- Add 1 to the value of
DockCount
Here's the event to do all that:

Sleipner 2 should move in as soon as Sleipner 1 either is destroyed or finishes its job:

Create two more events, "Sleipner 3 going in" and "Sleipner 4 going in". These must appear
right after "Sleipner 2 going in", and be Chained so that they will happen in order. (Without
chaining, Sleipner 4 would head in as soon as Sleipner 3 was destroyed, regardless of whether one of the other
two transports was already docked with the GTD Relentless.) Make liberal use of Copy and Paste, but
don't forget to edit the SEXPs so that each one refers to the correct ships within Sleipner wing.
Create three more events: "Sleipner 2 done", "Sleipner 3 done", and "Sleipner 4 done".
These are basically identical to "Sleipner 1 done", except that each refers to a different transport
in the has-docked-delay, transfer-cargo, and add-goal sub-SEXPs.
Save the mission and test it. You may want to fly a bomber so that you can blow up one of the transports and
watch the next one go in. You might also try scanning one, and noticing that its cargo changes just before it undocks
from the Relentless.
Okay: the transports are doing their little dance now, but it's not having any effect on the GTD Relentless.
Time to change that.
After the first transport is done, the Relentless should change from Friendly to Unknown. This will make it
appear purple rather than green on the player's radar. After a second load of marines, the destroyer should become
Hostile. Also, its play dead order should be cleared; the NTF marines are using the Relentless' weapons
to help with the space battle. The Relentless' beams will stay locked; the story is that they haven't been installed
yet.
Two events will take care of all this:

After another 45 seconds, the marines get the Relentless' engines back on line and head for the jump node. To
make the destroyer appear to jump out in the jump node, you'll need to add a waypoint on the near side. (For a
smaller ship, you could put the waypoint inside the jump node.)
|
Object
|
Class
|
Position
|
Notes
|
| Waypoint 5:1 |
Waypoint |
-3000, 0, 7000 |
|
Here's the event:

Change the Relentless' Departure Cue to:

Save the mission and try it out again. Target the GTD Relentless and use 'S' to cycle through subsystems until
the engines are targeted. Watch the Relentless change from Friendly to Unknown to Hostile. If you're behind it,
you'll be able to see the destroyer's engines fire up as it heads for the jump node.
Have a few GTVA personnel get off the Relentless in an escape pod:
|
Object
|
Class
|
Position
|
Notes
|
| GTEP Escape Pod |
GTEP Hermes |
(anywhere) |
Arrival cue: Docking bay of GTD Relentless, 10 seconds after event "Relentless captured" becomes true
Initial orders: warp, priority 50
Escort ship, priority 100 |
The escape pod will probably be shot down by the relentless, but it might escape if there are friendly fighters
in the area distracting the destroyer.
Sleipner wing has no reason to stick around once the GTD Relentless is captured. Change the Departure Cue
for Sleipner wing to that they'll leave as soon as the event "Relentless pulling out" becomes true. (This
event is used, instead of "Relentless captured", so that none of the transports are docked with the destroyer
when they jump out. Otherwise, they'd carry the destroyer with them into hyperspace! While the NTF might like this
outcome, it's not realistic.)
There are several possible outcomes to the mission:
- Sleipner wing might lose so many ships that they can't take over the Relentless
- The Relentless might be destroyed
- The Relentless might be successfully stolen
- The Relentless might be taken over, but then disabled and disarmed
As soon as any of these things happens, any other NTF ships should leave.
Here are events for the first three possibilities:

For reasons that will become clear when you add directives, the last case should be
handled by two separate, chained events. Use Insert Event to add these two events right after "Relentless
pulling out", and make sure they are Chained:

Add one more event, "Relentless out of picture", which becomes true as soon as any of "Sleipner
thwarted", "Relentless destroyed", "Relentless escaped", or "Relentless disarmed"
becomes true. (Hint: you'll need to use an or with four arguments.) Make this the Departure Cue
SEXP for each of the NTF cruisers.
Save and test the mission. Notice that the cruisers jump out as soon as fate of the Relentless is decided.
Heave a sigh of relief that the hard part is over. Take a break, give your eyes and hands a rest, and talk to
another human if one is available. When you're ready, come back and finish the walkthrough.
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Directives and Objectives
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Directives are the instructions that appear on the left side of the player's HUD. Objectives are the things
that have to be accomplished for the mission to count as a success.
Directives are added in the Events Editor. First, add some Directive Text to events you've already
built:
|
Event
|
Directive Text
|
| Relentless disabled |
Disable GTD Relentless (F12) |
| Relentless disarmed |
Disarm GTD Relentless (F12) |
Because of the chained events, the first directive won't appear until the Relentless pulls out, and the second
won't appear until the Relentless is disabled. (If the player Relentless is disarmed and then disabled,
the second directive will be completed as soon as it appears.)
Add a new chained event "Player returned to base" right after "Relentless out of picture".
It should become true when Alpha 1 departs. Give the directive "Return to base".
Add these two events, chained after "NTF force 2 arrival cue":

The first one should have the directive "Inspect any Sleipner (F11)", and the second one "Destroy
Sleipner (F11)".
Go read about the Mission Objectives Editor.
Create two objectives. The first is a primary goal to protect the shipyard; this is accomplished if either Sleipner
is thwarted or the Relentless is disabled and disarmed. It's worth 1000 points, and it should get a completion
sound.

The second objective is a bonus goal, "Protect escape pod". It should have the text "Protect GTEP
Escape Pod", and become true when that pod has departed. Make it worth 50 points, and have a completion sound.
Save and test the mission.
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Messages
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In the heat of combat, it's very hard to tell what's going on without radio messages. It's time to put those
in.
Before adding the messages, this is a good time to make the NTF forces show up when they should. Have the first
NTF force arrive 23 seconds into the mission, and the second one 137 seconds in.
The first message is the scramble order when the first NTF force arrives. Create a message called "Incoming!",
with the text "Incoming ... Neo-Terran Front! Two cruisers and some fighters. Alpha and Beta wings, engage
enemy." Use the ANI File Head-CM1 and the Persona Terran Command.
For now, use the Wave File emptymsg.wav. (You'll have to click on Browse to find
this.) If you have a microphone, you can record your own voice file later.
To actually send the message, change the do-nothing operator in the event "NTF force 1 arrival
cue" to send-message. It should now look like this:

Save and test the mission.
In general, it will sometimes be necessary to create events just for sending messages. As it happens, all of
the messages for this mission will be attached to existing events. (For each one, replace a do-nothing
operator or use Add Operator.) A couple of the messages can be triggered by any of several events.
Here are the messages:
|
Message
|
Text
|
Source
|
Event(s)
|
Files & Persona
|
| Pomotep intercepting |
GVCv Pomotep moving to intercept. All fighters, stand clear of the enemy cruisers. |
GVCv Pomotep |
Pomotep intercepting |
Head-VC
vasudantalk.wav
Large Ship Vasudan |
| Inspect Sleipner |
What are they up to? Alpha 1, inspect one of those Sleipner transports that just jumped in. |
#Command |
NTF force 2 arrival cue |
Head-CM1
emptymsg.wav
Terran Command |
| Marines? |
Marines? They're trying to steal the Relentless! Alpha, stop those transports! |
#Command |
Sleipner inspected |
Head-CM1
emptymsg.wav
Terran Command |
| Being boarded |
We're being boarded! |
GTD Relentless |
Relentless boarded |
Head-CM1
emptymsg.wav
Large Ship |
| Too many of them |
There's too many of them! We're going to try to make it to the escape pods. |
GTD Relentless |
Relentless captured |
Head-CM1
emptymsg.wav
Large Ship |
| Relentless pulling out |
The Relentless is pulling out! Alpha, disable it before it gets to the jump node. |
#Command |
Relentless pulling out |
Head-CM1
emptymsg.wav
Terran Command |
| Disarm it |
Good work, pilots. Now disable it and we can send in our own marines later. |
#Command |
Relentless disabled |
Head-CM1
emptymsg.wav
Terran Command |
| We won |
That did the trick! The Neo-Terrans are bugging out. Good work, pilots. Return to base. |
#Command |
Sleipner thwarted, Relentless disarmed |
Head-CM1
emptymsg.wav
Terran Command |
| Lost Relentless |
I can't believe we lots a destroyer. Damn! Okay, return to base. |
#Command |
Relentless escaped, Relentless destroyed |
Head-CM1
emptymsg.wav
Terran Command |
Guess what: it's time to save and test the mission.
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Background
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This mission needs a little scenery. Go read about the Background Editor
to see how to add it. While this mission won't involve any asteroids, this is as good a time as any to read about
the Asteroid Field Editor.
Crank the number of stars up to 2000, and add the following backround elements:
|
Item
|
Pitch
|
Bank
|
Heading
|
Scale
|
Bitmap planetf |
325 |
0 |
25 |
5 |
Bitmap neb04 |
0 |
0 |
180 |
2 |
Bitmap neb05 |
0 |
100 |
160 |
3 |
Bitmap neb06 |
20 |
200 |
200 |
3 |
Sun SunRed |
0 |
60 |
90 |
2 |
Sun SunGold |
0 |
65 |
95 |
0.3 |
Save the mission and enjoy the view.
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Fighters and Bombers
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Fighters and bombers are added at this late stage for two reasons:
- It's important to make sure that any capital ship combat is well-balanced first; the fighters and bombers should
be the deciding factor.
- It's very difficult to test other aspects of the mission while dogfighting.
The first wing to consider, of course, is Alpha wing. Before placing the rest of them, move Alpha 1 to about
(3400, 1600, -2000) and point it toward GTI Vulcan's Forge. Using Current Ship viewpoint (in the View
Menu), see what the shipyard looks like from Alpha 1's point of view. Move the ship around a bit to set up
a nice picture.
Now break up Alpha wing and add three more fighters behind it. Select them all and change them to GTF Erinyes.
Here's the full story on Alpha wing:
|
Object
|
Class
|
Position
|
Notes
|
| Alpha wing |
GTF Erinyes (x4) |
Approximately 3400, 1600, -2000 |
Initial orders: guard Alpha 1, priority 50
Hotkey: F5
Trebuchets in missile bank 2 |
The initial orders will make the other ships in Alpha wing stay near the player, provide protection, and attack
any targets of opportunity. Of course, the player can give other orders.
Read about the Reinforcements Editor.
It doesn't matter where you put the other two friendly wings, because their Arrival Cues will determine
where they appear.
|
Object
|
Class
|
Position
|
Notes
|
| Beta wing |
GVF Serapis (x4) |
(anywhere) |
Arrival: Near Ship GTD Relentless, distance 2450
Initial orders: guard GTI Vulcan's Forge, priority 10;
attack any ship, priority 50 Hotkey: F6 |
| Epsilon wing |
GTB Artemis (x4) |
(anywhere) |
Arrival: Docking bay, GTI Vulcan's Forge Initial orders: attack any ship, priority 50
Hotkey: F7
Stiletto IIs in missile banks 2 and 3
Reinforcement |
Save and test the mission. Don't forget to call in the reinforcements!
Now for the bad guys:
|
Object
|
Class
|
Position
|
Notes
|
| Scorpio wing |
GTF Hercules (x4) |
(anywhere) |
Hostile
Arrival: In front of ship NTC Munin, distance 312, when event "NTF force 1 arrival cue" is true
Departure: When event "Relentless out of picture" is true
Initial orders: attack any ship, priority 50 Waves: 3, 15-30 second delay between waves |
| Pisces wing |
GTF Ulysses (x3) |
(anywhere) |
Hosile
Arrival: Near Ship GTD Relentless, distance 2450, when event "NTF force 2 arrival cue" is true
Departure: When event "Relentless out of picture" is true
Initial orders: guard Sleipner wing, priority 50
Waves: 2, 15-60 second delay between waves |
Add an event "Scorpio destroyed" which becomes true when Scorpio wing is destroyed, with directive
"Destroy Scorpio". Make a similar event for Pisces wing. Finally, modify the event "Relentless captured"
so that it also adds a priority 60 order for Pisces wing to guard the Relentless.
Save and test the mission.
The remaining changes to the mission will not affect balance. Now is the time to make sure it's not too hard
or too easy. You might try setting the difficulty one notch higher than you normally do; after all, you have the
unfair advantage of knowing what's going to happen. Also, don't forget to turn off Alpha 1's invulnerability!
If the mission seems out of balance, try adding or removing some fighters.
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Team Loadout and Mission Specs
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Read about the Team Loadout Editor and the Mission
Specs Editor.
In the Team Loadout Editor, uncheck the Myrmidon fighter, making it unavailable for this mission.
In the Mission Specs Editor, entitle the mission "Shipyard". Choose "Genesis" for
the music. Enter any Mission Description and Designer's Notes you feel are appropriate.
Save and test the mission.
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Debriefing
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Read about the Briefing Editor and the Debriefing
Editor. If you do the debriefing first, you won't have to sit through the briefing to test it.
The debriefing has 5 stages:
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Stage
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Usage
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Text
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Recommendation Text
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| 1 |
event "Sleipner thwarted" true |
Your reaction to the Neo-Terran marine transports was amazingly quick and effective. We shudder to imagine what
might have happened had the NTF taken over the GTD Relentless. |
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| 2 |
event "Relentless disarmed" true |
GTVA marines were able to board the GTD Relentless and capture the NTF terrorists. We commend you on your quick
work disabling and disarming the destroyer. |
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| 3 |
event "Relentless destroyed" true |
The loss of the GTD Relentless will cost the alliance a great deal. We can take some solace in the fact that the
NTF did not get ahold of the destroyer. |
Use 'S' to target the Relentless' engines. After it is disabled, use 'K' to cycle through individual turrets. Don't
forget about your reinforcements! |
| 4 |
event "Relentless escaped" true |
Not only do we have one less destroyer today, the NTF has one more. This is a crushing blow to the alliance. |
Rush over to Sleipner wing as soon as it arrives. Also, consider giving orders to some of the armed transports
in the area. |
| 5 |
event "Protect escape pod" true |
Fortunately, some of our people on board the GTD Relentless got away. Without your efforts, that escape pod probably
would not have made it. |
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Save and test the mission. If you wish, you can record .wav files for the debriefing stages.
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Briefing
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The last step is the construction of the briefing. Before doing this, read about the remaining editors: Shield
System, Command Briefing, and Campaign.
The briefing will use music Brief1 and have 5 stages. Enter the text for each stage:
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Stage
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Text
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| 1 |
Today you're on patrol near the $f Vulcan's $f Forge shipyard. |
| 2 |
In addition to the main installation, there are two docking rings. In Ring 1, we've just begun construction on
the $f GTD $f Triumphant. |
| 3 |
In Ring 2, we've nearly completed work on the $f GTD $f Relentless. The $f GVCv $f Pomotep, which has taken some
heavy damage recently, is next in line. |
| 4 |
The largest thread is currently the $h Neo-Terran $h Front. Raiders may come from in-system or through the local
jump node. |
| 5 |
If we get hit by something big, you can call on $f Epsilon $f wing for reinforcement. |
Before installing the pictures, it may help to watch the briefing from the completed version of this mission.
Go back to stage 1. In the main view, move the camera so that you can see GTI Vulcan's Forge and both docking
rings. Zoom in so that you can just see the center installation. Create an icon for it (making sure it has Icon
Image Installation), highlight the icon, and save the view.
In stage 2, zoom out until both docking rings are in view. Create an icon for Ring 1. Change the Label
to "GTD Triumphant" and the Ship Type to GTD Orion. Highlight the icon and save the
view.
In stage 3, create an icon for the GTD Relentless and highlight it. Also, create an icon for the GVCv Pomotep.
(It may be easier to create an icon for some other object, then modify its Label, Icon Image, and
so forth to correspond to the Pomotep.) Place the Pomotep icon near the icon for the Relentless. Save the view.
For stage 4, move the camera so that you can see the jump node. Create an icon for it. Create another icon nearby,
labeled "Neo-Terran Front", with Icon Image Unknown Wing and Team Hostile.
Save the view.
For stage 5, move back to where you can see GTI Vulcan's Forge. If necessary, delete any other icons. Place
an icon for Epsilon wing nearby ("Epsilon", Bomber Wing, GTB Artemis). Mark both icons (by
shift clicking) and check Draw Lines Between Marked Icons. Save the view.
Save and test the mission. Record .wav files if you wish.
Congratulations, you're done! Check out the Internet Links, then start writing up
your plans for the greatest FreeSpace 2 missions ever....
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