Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: 0rph3u5 on December 09, 2006, 01:15:26 pm

Title: add-sun-bitmap/remove-sun-bitmap - what does not work here??
Post by: 0rph3u5 on December 09, 2006, 01:15:26 pm
as great effect for the end of a campaign I wanted to have all three suns of the mission changing their color - from gold to red, since there is no sexp to do so I needed to remove the original suns first and than add a new one at the same position... using this here:
Code: [Select]
$Formula: ( when
   ( or
      ( is-goal-true-delay
         "Defend Draugr"
         5
      )
      ( is-goal-false-delay
         "Defend Draugr"
         5
      )
   )
   ( add-sun-bitmap
      "SunRed"
      33
      0
      60
      100
      @sun1red[4]
   )
   ( remove-sun-bitmap 0 )
)
+Name: transform sun1
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when
   ( or
      ( is-goal-true-delay
         "Defend Draugr"
         10
      )
      ( is-goal-false-delay
         "Defend Draugr"
         10
      )
   )
   ( add-sun-bitmap
      "SunRed"
      36
      0
      75
      100
      @sun2red[5]
   )
   ( remove-sun-bitmap 1 )
)
+Name: transform sun2
+Repeat Count: 1
+Interval: 1
+Team: 0

$Formula: ( when
   ( or
      ( is-goal-true-delay
         "Defend Draugr"
         15
      )
      ( is-goal-false-delay
         "Defend Draugr"
         15
      )
   )
   ( add-sun-bitmap
      "SunRed"
      20
      0
      65
      200
      @sun3red[6]
   )
   ( remove-sun-bitmap 2 )
)
+Name: transform sun3
+Repeat Count: 1
+Interval: 1
+Team: 0

the problem is that the orginial suns do disappear but 2 of 3 new suns only appear long seconds later and one does not even appear at all

what did I do wrong here???

[NOTE: We are not debating the physical basics of this here, k?]
Title: Re: add-sun-bitmap/remove-sun-bitmap - what does not work here??
Post by: Roanoke on December 09, 2006, 03:16:03 pm
might be worth posting your goal event too, as these events take it as their cue.
Title: Re: add-sun-bitmap/remove-sun-bitmap - what does not work here??
Post by: 0rph3u5 on December 09, 2006, 03:22:49 pm
might be worth posting your goal event too, as these events take it as their cue.

here you are:
Code: [Select]
$Type: Primary
+Name: Defend Draugr
$MessageNew:  XSTR("Defend the Draugr", -1)
$end_multi_text
$Formula: ( and
   ( is-destroyed-delay
      0
      "Nepucatneza"
      "Plague"
      "Aquarius"
      "Aries"
      "Cancer"
   )
   ( not
      ( is-destroyed-delay 0 "Draugr" )
   )
)


EDIT: please don't missunderstand me - all three events are tiggered (you see all old suns disappear); but not all new ones re-appear and not when the event is tiggered (only seconds later but still the delay is significant and will be noticed in any chase)
Title: Re: add-sun-bitmap/remove-sun-bitmap - what does not work here??
Post by: 0rph3u5 on December 16, 2006, 03:28:44 pm
I just "bad-bettered" this all... (since no one could help me  :sigh:)
I just don't remove the old suns anymore... and the new ones get 110/210% size...

does not have the same effect (the yellow lighting is still there and mixes with the red one = orange light = not as threatening  :sigh:)  but it will have to  :sigh: :sigh: :sigh:

 :( :(
-> for having killed this once beautiful effect
Title: Re: add-sun-bitmap/remove-sun-bitmap - what does not work here??
Post by: karajorma on December 16, 2006, 03:34:25 pm
To be honest I suspect that the problem is the delay caused by loading the sun.

Make a test mission with standard FS2 suns and post it on Mantis.
Title: Re: add-sun-bitmap/remove-sun-bitmap - what does not work here??
Post by: 0rph3u5 on December 17, 2006, 04:17:07 am
will do...
the .bak files of the missions re-converted to .fs2-files would be okay? (cause there is still the story heck-meck in between; although that battle has always been fun to play  ;))
Title: Re: add-sun-bitmap/remove-sun-bitmap - what does not work here??
Post by: karajorma on December 17, 2006, 04:54:52 am
It's probably Goober or Taylor who will have to look at this one but they'll probably agree that when making a mission to test a bug you should make it as simple as possible.

The longer it takes to trigger the bug the less likely a programmer is to bother. Best thing to do is a simple when - key-pressed - do whatever.