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Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: FUBAR-BDHR on February 14, 2008, 06:38:38 pm

Title: Multiplayer player deaths
Post by: FUBAR-BDHR on February 14, 2008, 06:38:38 pm
Any way to know when all player ships are destroyed?  Other then the 0 respawn thing Cet used that is.

OK I'll even settle for a way to know if all ships in a player wing are dead.  Destroyed-or-departed-delay doesn't do it. 
Title: Re: Multiplayer player deaths
Post by: karajorma on February 15, 2008, 01:40:56 pm
There's a couple of new SEXP in 3.6.10 you could use. I added them precisely because there was no way to tell in 3.6.9 though.
Title: Re: Multiplayer player deaths
Post by: FUBAR-BDHR on February 15, 2008, 01:49:36 pm
Is there a way to put them in a 3.6.9 file so that when 3.6.10 is available it will work.  I have 2 events that I want to fire.  I've seen something like ;;3.6.9 in the files.  Will that work for entire events?
Title: Re: Multiplayer player deaths
Post by: karajorma on February 15, 2008, 02:03:04 pm
I don't think so. Goober's the man behind the system. I havem't yet figured out how it works cause nothing I've added recently has been a purely new feature for a mission.
Title: Re: Multiplayer player deaths
Post by: Goober5000 on February 17, 2008, 01:19:01 am
Is there a way to put them in a 3.6.9 file so that when 3.6.10 is available it will work.  I have 2 events that I want to fire.  I've seen something like ;;3.6.9 in the files.  Will that work for entire events?
It'll work for anything that's loaded in the parsing code.  This includes missions and tables.  So yeah, you could comment out entire events if you wanted to.
Title: Re: Multiplayer player deaths
Post by: FUBAR-BDHR on March 26, 2008, 02:30:05 am
There's a couple of new SEXP in 3.6.10 you could use. I added them precisely because there was no way to tell in 3.6.9 though.

Finally got around to trying these out.  Still can't figure out how to do one thing.  I want to make a RTB directive base on all the players being out.  I can't find a way to tell if a ship is a player or AI.  In this case I don't want the players to warp out until they are all dead but I don't want to make them wait until the AI die as well.
Title: Re: Multiplayer player deaths
Post by: karajorma on March 26, 2008, 02:54:19 am
Well the SEXP I added used to be good for that but then I changed it a little and now it isn't. I've been meaning to add an is-player-ship SEXP for ages though so I'll do that tonight.