Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Trivial Psychic on January 10, 2005, 01:45:33 am

Title: Beams & Kills
Post by: Trivial Psychic on January 10, 2005, 01:45:33 am
I was just playing as a Minbari in a TBP mission, and noted that I got no kills.  The Minbari fighter is armed with a single bank of 3 alternating beam fire points, though it does have some secondary loadout too, which I didn't use.  I recall hearing some time ago that beams didn't count for kills.  I assumed that this had been fixed, but it seems to have not been, or it has broken.  Since TBP has beam-equipped fighters (as does Inferno R2 but that's not out yet), I submit that this needs to be repaired soon.  For the record, I was using Taylor's latest build with the -rlm thing.
Title: Beams & Kills
Post by: Bobboau on January 10, 2005, 01:57:03 am
ARGH! haven't I fixed this like five times already!?!
Title: Beams & Kills
Post by: Goober5000 on January 10, 2005, 04:41:11 pm
Fixed and broken something else, more like it. :p

I thought I finally solved the problem though.  It's tricky because fighterbeams have to count for kills while capship beams can't.  TP, can you post the table entry here?
Title: Beams & Kills
Post by: Trivial Psychic on January 10, 2005, 04:47:06 pm
Actually, I can't... sorry.  Its the Nial primary beam from TBP 3.0, unfortunately for me its in the VP, which crashes my copy of VP-view 2.0 every time I try to access it.
Title: Beams & Kills
Post by: karajorma on January 10, 2005, 05:11:15 pm
Try VPView 1.3 instead :)
Title: Beams & Kills
Post by: Bobboau on January 10, 2005, 08:44:52 pm
well make a check for if the beam is a fighter beam (either check if the parent is a fighter/bomber or if the beam is type c (?) )
Title: Beams & Kills
Post by: Goober5000 on January 10, 2005, 09:10:47 pm
Well, the beam itself should check if its parent is a fighter or bomber.