Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: octominx on June 22, 2007, 04:25:35 pm
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Hi,
I have completed the mission where the Colossus destroys the Sathanas but now I'm just floating around in space waiting for them to tell me the mission is over. If I warp out I get accused of desertion and sent to a court martial!
How can I end this mission?
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well my friend you have found a sexp bug. hold on, I will give you a file that should fix your bug. but please try out my red sun, found in the freespace upgrade project board.
and
:welcome:
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Here you go! it may or may not fix your bug, but it is worth a try.
put it in your Freespace2\data\missions dir.
[attachment deleted by admin]
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well my friend you have found a sexp bug. hold on, I will give you a file that should fix your bug. but please try out my red sun, found in the freespace upgrade project board.
and
:welcome:
Topgun, I don't remember any bug in that mission. Can you explain the bug you've found? Is it a mission design bug? Or is it a SEXP behaviour bug (ie, code bug)? (In the latter you should Mantis it).
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well my friend you have found a sexp bug. hold on, I will give you a file that should fix your bug. but please try out my red sun, found in the freespace upgrade project board.
and
:welcome:
Topgun, I don't remember any bug in that mission. Can you explain the bug you've found? Is it a mission design bug? Or is it a SEXP behaviour bug (ie, code bug)? (In the latter you should Mantis it).
I didn't think there was. but I gave him my copy (I changed some SEXP's in some missions to work better on SCP, I don't remember if I changed this particular mission though) just in case.
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It shouldn't be necessary to change any mission in the game in order to make it work on FS2_Open so either this is a very old :v: bug (in which cases I've no recollection of it) or an SCP bug which needs to be fixed.
In either case a bug fix for the mission is pointless unless the problem is actually the mission itself.
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When i remember correct, this "bug" happen, when the player don't kill the first shivan fighters wing before the explosion of the sathanas, because the mission required that the player have to kill both shivan wings, and the second wing can't start when the sathanas is dead.
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Yeah you're right. The game expects them to be dead. Now that you mention the cause I do remember hearing of this particular bug before.
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Well, IMO some expert FREDer should take an in-depth look to that mission and clean the design flaw if possible. Then it should be added to the "Nebulae" edition which should go with next Media VPs.
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This is something like the Enif station mission where at least one of your wingmen has to be alive "my goodness! it's huge!" or something, otherwise the collosus' beams arn't freed.
Poor SEXP usage.
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This is something like the Enif station mission where at least one of your wingmen has to be alive "my goodness! it's huge!" or something, otherwise the collosus' beams arn't freed.
Poor SEXP usage.
It is not poor SEXP usage, the designers just didn't count on players who let their wingman do suicide attacks.
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Actually it is. The bug happens if Cancer's first wave don't die quickly enough. You should never make assumptions about how quickly ships will die. Always test.
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Actually it is. The bug happens if Cancer's first wave don't die quickly enough. You should never make assumptions about how quickly ships will die. Always test.
Eh? There is no Cancer wing in SM1-08. We're all talking about The Sixth Wonder, right?
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Both missions supposedly suffer from a similar bug. The assumption that a certain ship will be in a certain state.
In High Noon the assumption is that all of Cancer wing will be dead. In Sixth Wonder the assumption is that a wingman will still be alive.
That said I haven't actually looked at The Sixth Wonder yet to see if that actually is the cause. I'm just going on what thesizzler said.
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Thanks for all your help on this, I completed the mission on my next try.
I killed all the shivans a.s.a.p. and the mission finished no problem.
I think first time round a couple of them were still alive after the Sathanas was destroyed.
Cheers,
Octominx
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That said I haven't actually looked at The Sixth Wonder yet to see if that actually is the cause. I'm just going on what thesizzler said.
I'm positive that it happens, unless someone updated it. It used to happen to me all the time :nod:
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I'm not saying you're wrong. It makes sense as I know that there is a non-firing bug in that mission that isn't caused by the ignore command.
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In Sixth Wonder the assumption is that a wingman will still be alive.
That said I haven't actually looked at The Sixth Wonder yet to see if that actually is the cause.
I've just looked at it, and the Colossus's beams don't depend on the survival of any wingman. There are a few message preceding the beam-free-all event, but they're all given Normal priority, so they're not sent if a wingman is dead. In any case, all the chained events have the ( true ) condition, so there should be no message dependencies whatsoever.
I'm not saying you're wrong. It makes sense as I know that there is a non-firing bug in that mission that isn't caused by the ignore command.
If there is, I haven't encountered it. :)
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I have. And I've seen it reported quite a few times.
Not recently though so it may have been fixed.
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I highly suspect that this is merely the ignore bug. It's very easy to automatically issue an ignore command without thinking about it, particularly when you issue an engage-enemy or protect-enif command and all your wingmen start going after the Hawkwood.