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Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: npsi on September 29, 2007, 10:09:55 am

Title: disable-built-in-messages SEXP doesn't work
Post by: npsi on September 29, 2007, 10:09:55 am
Hi again,
I'm creating a sort of minicampaign (no details) and I wanted to disable the built in messages with that sexp, but when i run the game the game locks up... I used it in a has-time-elapsed event, in a true event, but the game still locks up... does that sexp really works?

Oh, I put some ships in that sexp so they could talk..
Title: Re: disable-built-in-messages SEXP doesn't work
Post by: karajorma on September 29, 2007, 11:06:28 am
I can't think of anything that SEXP could be doing to lock up the game.

It worked for me but if you want to make a test mission and post it for me I'll get right on testing/fixing the problem.

EDIT : I see a possible problem! You're not using <Any Wingman> as the ship choice are you? It's not currently implemented and I've noticed that cause I missed a line of code it will loop forever if you use that. Add the wingman names individually and it should work.
Title: Re: disable-built-in-messages SEXP doesn't work
Post by: npsi on September 29, 2007, 12:07:57 pm
I think i did... yes! I used <Any wingman> ... so, do i need to put the ships name by name?
Title: Re: disable-built-in-messages SEXP doesn't work
Post by: karajorma on September 29, 2007, 12:13:45 pm
Yeah. That would work. I'm trying to decide what to do with Any Wingman as we speak.