Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Trivial Psychic on November 13, 2005, 11:03:54 pm
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I was gonna Mantis this after completing my research, but PhReAk beat me to it... bug-0000619 (http://lore.maxgaming.net/~scp/mantis/bug_view_page.php?bug_id=0000619). Basically, in almost ANY circumstance, no ship warping-in will generate a warp effect. It'll behave as though you'd selected the "don't show warp" option under the arrival cues. I said "almost", because I've encountered one situation where it DOES generate a warpin, but I haven't been able to determine why... yet. I have a hunch, and I've prepared a test mission. If it doesn't generate a warp for it, then I'm stumped.
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If it's in Mantis, why are you posting about it? :p
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It seemed, to my eyes, that little attention was being paid to it. I was hoping that exposure would build momentum.
As it turns out, under builds 10/30 through 11/13, the only ships that will generate warpin effects are those that have something or somethings docked to them. Note, this is posted for the benefit of the non-coders such as myself, as I see that by Goob's bugnote on Mantis, that he (and thus, the rest of the team) are already aware of the culprit.
I eagerly await the next CVS build.
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Ahh, my guess was that it was something that I'd accidentally broke with the player warpout speed variable.
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its coming
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It seemed, to my eyes, that little attention was being paid to it. I was hoping that exposure would build momentum.
It was only on Mantis for one day! You need to be more patient.
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I had mentioned it to Taylor before the Mantis was posted. He requested some feedback, which I gave him. I had hoped further exposure would bring more coding might to bare on it. It seems that it was unnecessary.
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It should be working now.