Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: FUBAR-BDHR on July 17, 2008, 04:46:05 pm
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Just wondering if self-destruct should work if a ship-guardian-threshold is used? Didn't notice a problem in my early mission testing but now the bases I have set to self-destruct aren't blowing up (at least client side) and I have the felling the guardian is the reason why.
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It really shouldn't. The only place the game actually does anything with the ship-guardian or ship-guardian-threshold data is in ship_do_damage(). Self destruct completely bypasses this and goes straight to ship_hit_kill().
I'll try to remember to take a look tonight though. Can you test if the problem occurs in SP too?
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I think it was working on the host side. Did the outposts self-destruct after the base in M04 yesterday? I was originally testing the mission with the Vree ship invulnerable and remember those outposts going up. I'll see if that works first. If it doesn't then I'll try single.
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Well the self destruct of a ship with ship-guardian-threshold works in multi as the host. Possible client bug?
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It's possible. Seems odd though, the game should pass information to the client that tells it to blow up. I'm pretty sure I saw the multi callback to do that.
I'll try to take a look at it tonight. But I've been busy of late so I can't promise anything.
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Well there is always the possibility I just didn't get that packet as a client. Tried looking at the code but it's above my head. Not much in there isn't. It did look like it was doing things differently single/host as opposed to client.
Probably should write a quick test mission. Waiting 16 minutes for the results is a kind of a waste of time.