Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: ReeNoiP on January 01, 2010, 06:18:06 am
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Is it possible to avoid messages from dead ships being sent by command by more effective means than setting up conditions each time a message is sent?
For instance if I have a ship which can be destroyed without ending the mission. This ship will send messages if it is alive and certain things happen. Now I set up a sexp checking both the event and that the ship is alive before sending the message.
But if I want something else to happen regardless of the message sending ship being alive or not, I have to set up another sexp identical to the first except now the message ship is dead and no message is sent. This works, but with multiple events and ships it can be a hassle :hopping:. So is there any way to disable messages from dead ships altogether.
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Don't set the message priority to high.
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Don't set the message priority to high.
Well that was easy. Thanks.
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Don't set the message priority to high.
Didn't knew that, so what do the other priorities do? , is there a place where I can see what will one or another of those cause?
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I don't know if they have any other effect apart from what kara said without simulated speech or voice acting. If there are two voice-acted lines, the first with a lower priority than the second, then the second will interrupt the first 'cause it's more important. If, however, the second is set to a lower priority, then it will come up only after the messages with higher priority finishes.
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It has one other effect. I can't remember what it is.
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It won't play if the communications subsystem of the sending ship has been destroyed, I think.
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Yep. Low priority won't play if the target ship's comms subsystem is destroyed. Normal priority will play as long as the target ship is alive. High priority means the message gets played no matter what, but Command says it if the ship is destroyed.
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I thought no messages played period if the Communications subsystem was destroyed? Either that or most campaigns just have everything on Low Priority I guess.
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They won't play if your comms are down, but if they're on High, they'll always play as long as your comms are up.
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Doh read it wrong then.
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So here I am, setting up special logical sexp events to check if a ship is still alive. And now you are all telling me that is not needed at all, you just have to set the message priority to normal instead of high?
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Yep.
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When-(your condition)
And
Not-is destroyed(your ship)
Your message
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Uh, Dekker, totally unnecessary.
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Like my eggs I like my .fs2 files overboiled. :yes:
Plus it never hurts to think outside the box to keep the edge relatively sharp. :p
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But using knifes where spoons suffice leads to unnecessary dullness.
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Metaphorical fail in the context of mental dexterity.
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Yep.
Well bollocks
Guess I learn something new, every visit here
Also, spoons Always suffice.
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Yep.
Well bollocks
Guess I learn something new, every visit here
Also, spoons Always suffice.
Quite true.
And no, it's sporks. ;7