Difference between revisions of "Red-alert"

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red-alert
 
 
     red-alert
 
     red-alert
 
     Causes Red Alert status in a mission. This function ends the current mission, and moves to the next mission
 
     Causes Red Alert status in a mission. This function ends the current mission, and moves to the next mission
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Despite what the SEXP description says, red-alert has been tested with a simple branching campaign and it appears that you can branch off of a red-alert mission.
 
Despite what the SEXP description says, red-alert has been tested with a simple branching campaign and it appears that you can branch off of a red-alert mission.
  
Regardless, red-alert missions often cause errors in retail and SCP FreeSpace, so avoid them if it all possible. This can be done using campaign-persistent [[variables]] to "remember" the status of various craft just before the player departs.
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Despite occasional buggy behavior in the past, red-alert works pretty reliably as of FSO version 23.2.  Alternatives to red-alert include saving and loading the mission state with scripts[https://github.com/FSO-Scripters/fso-scripts/tree/master/SaveLoad 1][https://github.com/FSO-Scripters/fso-scripts/tree/master/SaveLoadX 2]; as well as [[Tutorial_-_In-Mission_Jumps|in-mission jumps]].
  
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==Usage==
 
If you want to make a red-alert occur as the player jumps out, create an event that waits for the player to hit ALT+J. Chain to it an event that causes the red-alert to occur once the ship has reached jumpout velocity (40 m/s) to give the red-alert a few seconds to go into effect.
 
If you want to make a red-alert occur as the player jumps out, create an event that waits for the player to hit ALT+J. Chain to it an event that causes the red-alert to occur once the ship has reached jumpout velocity (40 m/s) to give the red-alert a few seconds to go into effect.
  
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*Ships that have the "red-alert-carry" flag will have their hull HP, shield HP, subsystems HP, and weapon ammo counts saved to an internal buffer which is then used to init the red-alert mission.
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*The carried ships '''''MUST''''' have the same name and the "red-alert-carry" flag set in '''''BOTH''''' the source mission and the red-alert mission in order for a successful red-alert mission to start.
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**The ships do not have to be the same type, but it is highly recommended that they are if the ships are not a player craft nor in one of the player's wings.
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** Trivia: Older versions of FSO (and FS2) only required the "red-alert-carry" flag be defined in the red-alert mission. Somewhere along the line, this code was refactored to require the flag be present in both the source mission and the red-alert mission.
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*By default, the carried ships in the second mission must be present at mission start.  The [[Game_settings.tbl#.24Red-alert_applies_to_delayed_ships:|$Red-alert applies to delayed ships:]] flag allows ships not present at mission start to also inherit red-alert data.
 
[[Category:Retail SEXPs]]
 
[[Category:Retail SEXPs]]

Latest revision as of 20:20, 11 July 2024

   red-alert
   Causes Red Alert status in a mission. This function ends the current mission, and moves to the next mission
   in the campaign under red alert status. There should only be one branch from a mission that uses this expression.
   Takes no arguments.

Comments

Despite what the SEXP description says, red-alert has been tested with a simple branching campaign and it appears that you can branch off of a red-alert mission.

Despite occasional buggy behavior in the past, red-alert works pretty reliably as of FSO version 23.2. Alternatives to red-alert include saving and loading the mission state with scripts12; as well as in-mission jumps.

Usage

If you want to make a red-alert occur as the player jumps out, create an event that waits for the player to hit ALT+J. Chain to it an event that causes the red-alert to occur once the ship has reached jumpout velocity (40 m/s) to give the red-alert a few seconds to go into effect.

  • Ships that have the "red-alert-carry" flag will have their hull HP, shield HP, subsystems HP, and weapon ammo counts saved to an internal buffer which is then used to init the red-alert mission.
  • The carried ships MUST have the same name and the "red-alert-carry" flag set in BOTH the source mission and the red-alert mission in order for a successful red-alert mission to start.
    • The ships do not have to be the same type, but it is highly recommended that they are if the ships are not a player craft nor in one of the player's wings.
    • Trivia: Older versions of FSO (and FS2) only required the "red-alert-carry" flag be defined in the red-alert mission. Somewhere along the line, this code was refactored to require the flag be present in both the source mission and the red-alert mission.
  • By default, the carried ships in the second mission must be present at mission start. The $Red-alert applies to delayed ships: flag allows ships not present at mission start to also inherit red-alert data.