Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Angelus on July 15, 2008, 11:52:32 am

Title: Coordinates Question
Post by: Angelus on July 15, 2008, 11:52:32 am
I'm working atm on a SP mission, and i added lots of waypoints, sort of position markers. Eachtime the player comes in range of one of 'em, a message will pop up, something like "current position: bearing...karom...".

My question is: would that work in MP too, and if so, how?
I found a old MP TvT mission and that would be a nice feature, since the Dradis range is reduced ( almost to zero ), so one player can tell his team mates where he is.
This also allow teams to gather/ set up traps on a specific location.



Do all SEXPs work in MP?
Title: Re: Coordinates Question
Post by: colecampbell666 on July 15, 2008, 12:02:05 pm
Yes, I believe so.
Title: Re: Coordinates Question
Post by: Shade on July 15, 2008, 12:03:03 pm
A fair few don't, actually, but what you are describing should work fine.
Title: Re: Coordinates Question
Post by: colecampbell666 on July 15, 2008, 12:41:10 pm
Really? I was under the impression that they just worked as if each player was the player.
Title: Re: Coordinates Question
Post by: Shade on July 15, 2008, 12:45:52 pm
Some do. Some don't. Retail SEXPs are generally safe to use, but for any added by the SCP you should test it before relying on them. Currently, it's plain not possible for all SEXPs to work, as there simply aren't packets enough to deal with them. Of course, like all other such limitations in FSO, it's likely to someday be gone. But that day is not today.
Title: Re: Coordinates Question
Post by: karajorma on July 15, 2008, 01:16:13 pm
I'm working atm on a SP mission, and i added lots of waypoints, sort of position markers. Eachtime the player comes in range of one of 'em, a message will pop up, something like "current position: bearing...karom...".

My question is: would that work in MP too, and if so, how?

It will work but at the moment AFAIK there is no way to send a message to a specific player from a SEXP (although perhaps there should be. :D )

Quote
Do all SEXPs work in MP?

Not yet. But I'm working on it. :D
Title: Re: Coordinates Question
Post by: FUBAR-BDHR on July 15, 2008, 02:12:20 pm
One other thing to watch out for is the player AI (ships that are AI if there aren't enough players or a player drops) do not take orders very well. 
Title: Re: Coordinates Question
Post by: Polpolion on July 16, 2008, 11:16:35 am
I hope you're making BtRL missions because Karom isn't a real coordinate system.
Title: Re: Coordinates Question
Post by: Angelus on July 16, 2008, 11:57:31 am
I hope you're making BtRL missions because Karom isn't a real coordinate system.

It is for BtrL :)


I have encountered a minor problem.
After a request by a player i've tried to make the Dradis ( Radar/ Missile lock ) work within a specific range ( 500m ), kinda mk I eyeball MP mission. Ships are supposed to vanish from Radar/  as soon they out of range.
I prefer the primitive sensors, that's pure fun, but for the most players way to hard.

In the SP mission i'm working on it works ( a 3.6.10 build ), in the MP mission not ( default BtrL 3.6.9 build ).
Ships once targeted are visible, no matter how far they are out of range.
Is it possible that the ship-invisible/ ship-visible SEXPs as well as the radar-set-max-range are the ones that don't work in MP?

Or is it because of the range i used ( 500m )?


btw. thx for the responses!  :)
Title: Re: Coordinates Question
Post by: FUBAR-BDHR on July 16, 2008, 01:30:39 pm
There was at least one bug dealing with RADAR fixed in 3.6.10.  Try a recent 3.6.10 build for multi and see if you still have the problem.
Title: Re: Coordinates Question
Post by: karajorma on July 16, 2008, 01:39:50 pm
Is it possible that the ship-invisible/ ship-visible SEXPs as well as the radar-set-max-range are the ones that don't work in MP?

I'm absolutely certain ship-visible doesn't work in multi cause I had the exact same problem with it you did.

I did submit a bug fix for either ship-stealthy or ship-invisible (or maybe both) a little while back that dealt with ships not becoming untargetable in SP. There's bugger all I can do about multi except for fixing the root problem.