Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: General Battuta on February 26, 2010, 06:34:11 pm
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Set-object-position does not function on waypoints. I believe this issue is in Mantis, but nonetheless, I'd like to request a fix. It would enable much more dynamic use of capships in missions.
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It would also be (potentially) useful for the RTS mod (but probably only with a significantly bumped waypoint limit and the possibility of creating waypoints on-the-fly).
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It used to work, for the record. Stopped somewhere along the way though.
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Relevant Mantis Bug (2123) (http://scp.indiegames.us/mantis/view.php?id=2123)
It's not that the waypoint doesn't change position, just that ships don't seem to notice, even if they get their orders after the change :wtf:
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When did it work? I tried it a few years ago and it didn't back then.
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I'm not sure, but I did have a mission reliant on a ship following moving waypoints which seemed to work OK.
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Is this the place for semi urgent bug fixes? Cause in that case I would very much request that someone fixes the sexp responsible for primary ammo refilling http://scp.indiegames.us/mantis/view.php?id=2140 cause right now its borked and it really screws up the mission I'm fredding.
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Gah. Another one for me.
What is this, the ruin Kara's week thread? :p
EDIT : In the future try running a debug build before submitting a bug. The second I ran the mission it was pretty obvious that not setting a capacity for the bank is the issue here.
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Gah. Another one for me.
What is this, the ruin Kara's week thread? :p
EDIT : In the future try running a debug build before submitting a bug. The second I ran the mission it was pretty obvious that not setting a capacity for the bank is the issue here.
No no no. That is NOT the issue. I've run FIVEHUNDERED debugs on my own mod. I've got all tables set up perfectly. The SEXP DOES NOT WORK. It will reset the damn counter to zero.
The test mission was very quickly put together just to show that the sexp doesn't work ingame. For some reason I managed to forget to add $PBank Capacity: (100, 100) to the uly-shp.tbm. Add this yourself and see that the sexp is going to reset the ammo counter to zero.
The Sexp IS broken. Even Without the $PBank Capacity: line the capacity is defaulted to 1. Hence why there is ammo in the weapon at the start of the mission. Please do not draw the wrong conclusions and Pretty please fix the sexp.
edit: oops, I misspelled hence again, better fix it before QD comments on it again :nervous:
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Simple fact is that there is nothing wrong with the SEXP as far as I can see (and I know damn well that it used to work), the issue is with the Capacity not being set correctly. That's either a table error of some sort or a problem elsewhere in the code.
I'll try to take a look whenever I can.
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Well either way it is not working correctly :p
And I'm 99% sure my tables are in order here.
I appreciate you looking into it.
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I tried building the same mission in BtRL (cause I know that the SEXP worked perfectly in 3.6.9 with BtRL) and it worked perfectly well with 3.6.13 builds too.
Something is wrong with your tables somewhere. No idea where since I'm not much of a table expert but compare against the BtRL ones or other mods with ballistic primaries.
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I tried building the same mission in BtRL (cause I know that the SEXP worked perfectly in 3.6.9 with BtRL) and it worked perfectly well with 3.6.13 builds too.
Something is wrong with your tables somewhere. No idea where since I'm not much of a table expert but compare against the BtRL ones or other mods with ballistic primaries.
Right, only they are not. I know how to do tables, I've compared them to BtRL, they are exactly as they should be.
Also, for the ammo test I included in mantis, it used the retail uly with a .tbm to add a ballistic weapon and pbank capacity and it doesn't work there either.
In other words, I've used two different table methods for two different 'mods' that go through debug without any trouble. It's not my tables.
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Like I said, BtRL works perfectly. I'm at a loss for why your mod doesn't.
I'll try to take a look at it later but unless the bug is in my code it isn't as high priority for me as I have plenty of other bugs in other people's code to fix. I only give top priority to a new bug when it's my code at fault.