Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: eliex on September 27, 2008, 06:42:30 pm

Title: Invalid Message Source?
Post by: eliex on September 27, 2008, 06:42:30 pm
I'm sorry for asking such a noob question, but yesterday for a new mission, I was toying a little with the send-message-list SEXP, but hit some obstacles.

When I made Skolir 1 (the player) try to say something, when I saved the mission, the mission-checker said that having Skolir 1 as a message source was invalid. So I changed it to a wingmate, Skolir 4. When I saved, the mission-checker had no problems.

Anyway, I had a look on DEM's first mission as an example. So on a send-message-list SEXP, Alpha 1 was a valid message source. I also noticed that when Alpha 1 was talking there was a "#" in front of Alpha 1. When I tried "#Skolir 1" the mission-checker found it fine.

So is the DEM way the only way for Skolir 1 to be a valid message source?  :confused:
Title: Re: Invalid Message Source?
Post by: FUBAR-BDHR on September 27, 2008, 06:44:37 pm
Yes all you have to do is put a # in front of Skolir 1.  Not sure why but it probably has something to do with it being the players ship.
Title: Re: Invalid Message Source?
Post by: eliex on September 28, 2008, 05:23:18 am
So technically the player's ship is not a valid message source at all; with the "#" in front of <player's ship name> the SEXP is treating <player's ship name> like a made-up source like Command.

OK, thanks for the confirmation.  :yes:
Title: Re: Invalid Message Source?
Post by: Mobius on September 28, 2008, 05:27:36 am
Correct, eliex. Axem, in fact, complained about it(in JAD Alpha 1 sends a lot of messages). :)