Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: FUBAR-BDHR on May 11, 2008, 12:59:37 am
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Another problem with the same old mission. I got rid of the wings and now have all the ships doing they waypoints right. Now I have a new problem. Since I'm not using wings I have the arrival of the next ships based on the destruction of the previous one and the status of a subsystem. Like this:
Arrival cue for ship x 2
and
-->is-destroyed-delay
---->ship x 1
---->0
--> <
---->hits-left-subsystem
------->cap ship
------->engine0x
----> 95
Where x is the number of the engine subsystem between 1 and 8. So if lets say it's engine03 it would be ship 3 2 arrival based on ship 3 1 being destroyed and engine03 having less then 95% strength. Well it's not working. with the engine03 at 97% ship 3 2 still arrives. If I replace engine0x with say navigation then it works as expected. Nav strength at 98 and the second ship didn't arrive. Damaged the nav subsystem and here comes the ship. I've tried 3 different engine subsystems with no luck. Something I'm missing here or did I just find a new "feature".
I'm really starting to hate this mission.
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Notice that hits-left-subsystem has an additional optional boolean operator in newer builds? Use that.
By default hit-left-subsystem does something very strange when dealing with engines. It returns the hits-left as a portion of total engine strength for all the engines the ship has. Unfortunately it's done that since retail which means I couldn't change it to something more obvious without breaking it's original use.
If you use the boolean option you can make it simply return the hit-left for that subsystem. In other words exactly what you'd expect it to do.
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I was afraid it was something like that. Take it since it's not in the description of the sexp the TBP FRED build doesn't have the boolean option.
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Yeah, It's fairly newish. I only added it a few months back after a fairly similar thread.