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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: General Battuta on August 02, 2010, 03:49:32 pm

Title: For the future: bump player persistent variables limit
Post by: General Battuta on August 02, 2010, 03:49:32 pm
War in Heaven just broke it.  :( We can struggle back under 100 (though it means sacrificing some checkpoints) but a future increase would be awesome, maybe after the new pilot code?
Title: Re: For the future: bump player persistent variables limit
Post by: FUBAR-BDHR on August 02, 2010, 04:37:59 pm
Didn't Kara already make variables dynamic or is this just a pilot file limit?
Title: Re: For the future: bump player persistent variables limit
Post by: The E on August 02, 2010, 04:39:08 pm
They're definitely not dynamic.
Title: Re: For the future: bump player persistent variables limit
Post by: FUBAR-BDHR on August 02, 2010, 04:41:07 pm
Strange thought that was at least half the point of getting rid of block variables. 
Title: Re: For the future: bump player persistent variables limit
Post by: Mobius on August 02, 2010, 04:42:03 pm
As far as I remember, it's a pilot file limit. That's why it's usually recommended to create new pilots before playing certain campaigns.
Title: Re: For the future: bump player persistent variables limit
Post by: General Battuta on August 02, 2010, 04:48:45 pm
I found a way to maintain our checkpoints, but it'd still be lovely to have this so we can expand checkpoint capabilities and do other fun stuff.
Title: Re: For the future: bump player persistent variables limit
Post by: Goober5000 on August 02, 2010, 11:17:27 pm
The persistent variable limit is exactly the same as the regular variable limit, as you've probably figured out.

What karajorma did was to change special explosions and special hits so that they used ship-specific variables, as opposed to sexp block variables.  This frees up a lot of variables in and of itself, if your mission used a lot of them.

/me waves cane
  In my day we never dreamed of reaching 100 variables!  Kids these days don't know how good they've got it!
Title: Re: For the future: bump player persistent variables limit
Post by: FelixJim on August 09, 2010, 03:57:46 pm
Just someone clarify for me please; as things stand is one allowed up to 100 variables, or 100 normal variables, 100 player-persistent and 100 campaign persistent (300 in total), or 100 regular and 100 of either persistence type (200)?
Title: Re: For the future: bump player persistent variables limit
Post by: Goober5000 on August 09, 2010, 05:51:19 pm
Up to 100 variables of any type.
Title: Re: For the future: bump player persistent variables limit
Post by: General Battuta on August 09, 2010, 06:07:20 pm
Up to 100 variables of any type.

Across the whole campaign? So if I have 90 regular variables in one mission and then 99 PPVs, will I be way over?
Title: Re: For the future: bump player persistent variables limit
Post by: Goober5000 on August 09, 2010, 10:42:22 pm
Interestingly enough, it depends.  You're limited to 100 variables per mission, and any of them (or none of them) can be persistent variables.  The campaign will also keep track of up to 100 persistent variables, but those will only count against your total if they're used in a mission.  In other words, if you have 50 persistent variables, but one mission requires 80 regular variables, you will be okay as long as you don't use more than 20 persistent variables in that mission.
Title: Re: For the future: bump player persistent variables limit
Post by: chief1983 on August 10, 2010, 09:38:29 am
Now that is good to know.
Title: Re: For the future: bump player persistent variables limit
Post by: karajorma on August 10, 2010, 02:03:35 pm
In simple terms the 100 variables limit is the number of variables you have added in FRED.

When you make a mission you have to add all the persistent variables you're going to use to that mission anyway. :D