Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Starman01 on June 14, 2004, 04:20:29 pm
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Hello,
I have a (quite funny) problem. While programming our demo-missions,
I ran into a problem with FRED. Looks like I used too many scripts and
now I reached the maximum number of operators. This is the error-message:
(http://www.starman.ag5.de/pics/sexp-error.jpg)
Unfortunately our missions contain a very large amount of messages, which are responsible for reaching this limit in the end. But I don't want
to delete them, cause they are all rather story-related, or just fitting
in for our campaign.
Is there a possibilty to bump up the limit in FRED, and more important,
can this be done in the near future ?
Thanks in advice.
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Try an Inferno build if you can, those have bumped SEXP limits IIRC.
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You've hit the limit for SEXP's. I'm forever worrying about hitting that. (I'd love to know what the number is so that I can rest easy).
A couple of ideas.
1. Have you got any events that you can chain together that are currently using is-event-true-delay? I'd imagine that might get you a node or two back. Also check for cases where the events that set it off are an extention of an earlier event cause then you could chain them together and save a few more nodes.
2. Use Send-message-list instead of send message a few times if possible
3. Put departure and arrival queues into the ships and wings editors if possible. IIRC there is a seperate cap for these and they don't count towards the maximum you have in the events editor.
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Could you
stop using
hard returns
in the middle of
sentences?
Aside from what Karajorma said I can't really help you. Splitting one mission into two using red-alert and perhaps persistant variables might just help a bit.
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We hit this for one of Exarchs TI missions and Goober bumped the limits. Err, are you using a recent SCP/FRED build?
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Why are
hard returns
so problematic ? :D
Sorry, I'm just used to it, and it helps me getting a better overview
of my post. But sometimes I forget them, and then the sentences
get cut the wrong way.(and I was to lazy to edit the post again) :)
I have to try that send-message-list thing, I have many dialogues
chained using the "is event true"-thing. If the send-message will not
cut the voice-lines, this could be a solution.
All possible sexpressions are already in the ships or wing-edit, But I
use very much scripts to control the behaviour of AI-Fighters (enemy
and friendly).
Our campaign script is very precisive and the mission is also an
important instrument to tell the story. That way I can't have stupid
FS-AI appear,depart, fly or attack anything she want, all is
controlled by me using scripts.
I want them flying in formation, until the wing-leader say "Get 'em",
and not having on 5000m one the left, and the othe rone 5000 in
the back.
Cutting the mission in half is no solution anymore, we use now the
autonav-thingie to cruise around between NAV-Points. That's finally
the good old wing-commander-feeling again (I just hope that it will
be possible to control the time-compression with a SEXP, the
manuell way it is hard to stop on the correct position.
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And yes, currently I'm using the fred2_open_d, Vers.3.5.5
I also have another version with is openGL IIRC, it
has the same limit, but displays sometimes the position-lines
and waypoint-symbols very strange, so I stick to the first one.
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355 is hardly recent, try something from the latest builds forum.
And hard returns are really annoying for my eyes.
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Looks like this "message-list" does solve my problem for the
time now. I never used it, but once again I got proof, that you
can always learn something new each day :)
Could someone please point me to a download-link for
the newest FRED-Build, I would really appreciate that.
(I have looked around, but didn't find anything obvious).
Thanks for the help.
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http://fs2source.warpcore.org/exes/latest/C06012004.zip
It also includes a new hud_gauges table that gives you some control over the hud and some HUD SEXPs, look in Bobboau's Birthday Build thread for more info.
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Isn't this one better? http://fs2source.warpcore.org/exes/latest/fs2_open_C06072004.zip
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I never knew there was a message thing list in Fred...
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Updated FS2 and FRED (http://www.hard-light.net/forums/index.php/topic,24223.0.html)
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Originally posted by J3Vr6
I never knew there was a message thing list in Fred...
I missed it the first few times too. :)
Watch out for the whole time being in milliseconds thing. That SEXP is the only one that uses milliseconds rather than seconds IIRC if you don't notice that you'll be left scratching your head for a while :)
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Kara ain't kidding about that one. When I thought that the time was in seconds, my messages in the list ended up playing in reverse order.
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Heh - I remember these same discussions (about Send Message List Sexps) on the VBB when people were still FREDding. Most notably, the shock the VWatch Archives people used to feel when they found a mission using 'em :D
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I remember reading something along those lines and being confused as to why they were saying you shouldn't use Send-Message-List.
As far as I can figure out as long as you follow the instructions the SEXP works perfectly well.
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Originally posted by karajorma
Watch out for the whole time being in milliseconds thing. That SEXP is the only one that uses milliseconds rather than seconds
Ah, that was why :) I first thought I had to sum up the times (first
after 5 s the second after 10 s and so on....). I already started to
worry again.
Thanks again. :)