Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: FUBAR-BDHR on November 10, 2008, 01:17:17 am
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I know we have the sexps now to determine the number of respawns for a ship and the number of deaths. Problem is I can't seem to get it to work. I'm storing respawns-left + 1 to a variable at mission start then checking each possible player ship to see if the ship-deaths = the respawn variable. If they do then the event should trigger and the mission should end. Event never triggers. I don't know why though. I did a test with Alpha 1 and it fires off the test message. Starting to think ship-deaths doesn't work for the player AI ships.
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That's odd. The SEXP should work with player AI ships. The AI and the player ships get their respawn and ship-death counts in a different way since for the player I can just pull them out of the player information so it's quite possible that there is a bug in the way it's doing it for AI ships. In fact I can think of two possibilities off the top of my head.
Stick it in Mantis and assign it to me. Since it's a bug in my own code it will be top priority. :)
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Great another bug and just when you guys had me down below 20. :D http://scp.indiegames.us/mantis/view.php?id=1812
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I'm compiling as we speak. With luck I'll have you back below 20 again soon.
The problem was that when a player ship dies the variable I was using to check how many times it had died ( stats.m_player_deaths ) is updated. However with an AI ship there is no such variable and the one I was using (respawn_count) isn't updated the final time a ship dies (meaning that the SEXP had passed all my tests because I'd never actually killed my wingman for good).
I'll try getting the count in a different way now.
EDIT : Fixed and in SVN