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Known Issues thread

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Lester:

--- Quote from: karajorma on June 04, 2011, 10:13:59 pm ---
--- Quote ---Player ships who are controlled by AI do not have their position tracked after death, and do not trigger sexps using the 'distance' operator ( mission independent )
--- End quote ---

I'd bet money this is the same issue as above. :)

--- End quote ---
It isn't. I've been using  every-time-argument from the very first commit of the mission involved. The system works only sporadically, and I've never seen it work if testing it by myself (ie, only myself on an empty server). The sexp only moves me, completely ignoring the AI-controlled ships. All of the issues bigchunk listed are present in bp2-mc03, which also has some other rather peculiar bugs going on, such as directives in an event not appearing but the event working and triggering normally, and random music tracks being played even if there is no tabled music enabled, conflicting with event-driven music.

I've recently given the mission a revamp (and it still doesn't work :( ), but I can easily revert the changes if you want to witness the errors yourself.

bigchunk1:

--- Quote from: karajorma on June 04, 2011, 10:13:59 pm ---
--- Quote ---Player ships who are controlled by AI do not have their position tracked after death, and do not trigger sexps using the 'distance' operator ( mission independent )
--- End quote ---

I'd bet money this is the same issue as above. :)

--- End quote ---

Thanks for the reply Karajorma. This issue has been confusing us for the past few weeks. My theory is that whatever variables that track the position of an AI controlled player ship are dropped when that ship is destroyed the first time (like singleplayer AI). As Lester said, every-time works... but only in special situations, which may prove my theory to be incorrect.

Edit: Found a workaround for the Negative Ammunition Spawn glitch, maybe it was battuta's idea I don't remember. A when ->true set-ammo sexp fixes it. Not too bad of a compromise, you need to set the sexp for every primary bank of every player ship in every mission, but it works like nothing was ever wrong.

 

karajorma:

--- Quote from: Lester on June 05, 2011, 03:39:13 am ---It isn't. I've been using  every-time-argument from the very first commit of the mission involved. The system works only sporadically, and I've never seen it work if testing it by myself (ie, only myself on an empty server). The sexp only moves me, completely ignoring the AI-controlled ships.
--- End quote ---

Hang on a sec, the issue listed was that the SEXP never triggers, then you say that it does trigger and only moves you. Which is it?

Anyway, either way I'm not about to debug the mission itself since I'm not a member of the BP Multi staff. If you can trigger the same error in a sample mission using FS2 retail data then it's obviously a code bug. If you can't, my money is on FREDding error.

If you post the event in question though, I will look at it.

Lester:
Done and replicated using retail data on 3612r. The mission involved is in the attachment. As predicted, the sexp works for the first time, moving all three ships, but upon death only moves the player ship.



<< click  Added a mediafire link- Bigchunk1>>

[attachment deleted by ninja]

bigchunk1:
Just to be clear, modular spawning is how we 'move' the spawnpoint in multiplayer missions. This is essential in missions such as 'Delenda Est' where the action near the end of the mission is quite far from the original spawnpoint.

There are two separate obstacles we face in getting the modular spawn system to work:

One is that When-Argument does not always work. Karajorma's thread has helped shed some light on why this is the case.

We have gotten around this issue by using every-time-argument or by using a separate event for each player ship.

The second issue is that player ship AIs (player ships which are not controlled by a human in the game) do not relocate themselves under the modular spawn system. I did a test, and this is because the distance operator does not trigger for the player ship AIs. This is why I suspect that player AI ships do not have their coordinates tracked after death.

(when)
 and
   -some event triggered
   -distance
     spawnpoint
     Alpha X
->relocate ship

Human controlled player ships are relocated properly so long as you avoid using when-argument.

MatthTheGeek made a modular spawn system which bypasses the second issue by not allowing the player ships to die. It involves imposing a guardian on the player and relocating him or her until the number of 'fake lives' expires. It works well, but it is not an ideal system. For example, self-destruct has unintended consequences and the player does not have a respawn menu upon death.

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