Hull should be persistent on checkpoints, at least on the player ship. I don't know about killcounts being feasible, ammo might be. The checkpoint system is so intricate though that I wouldn't be surprised if some glitches are creeping in.Actually, as I've found out through a bit of futzing around, ammo would be feasible and relatively easy, except for a few bugs in the ointment.
FSmods != FS2Downloads.com. Different hosts I believe. One of the few sites _not_ running on Hunter's Dreamhost account these days.Ahaaa. Thank you for the clarification, then! Glad that it's still trucking along, in any case. The more hosting sites the community has left, the better.
In my opinion, the WiH checkpoint system is a good compromise between what is possible and what is feasible; Adding in more stats to store wouldn't make it better or more maintainable.I think the system is brilliant, all the more-so now that I've actually looked at how it works. To be honest, I was just doing this for my own selfish wants - or trying to, at least! My main thrust was just getting a consistent kill-count in there, simply because I'm a kill-junkie, and it was breaking my heart to have to choose between re-playing the entire mission (on one of the harder difficulties I'm playing on) in order to rack up the kills again, or using a checkpoint and losing them all! Considering the absolutely nonexistent effect score, rank, and kill-count actually has on WiH, or any campaign, really, I don't consider this to be anything but my own maligned pique at work. A relic of days spent chasing high-scores.
You might be able to use get-secondary-weapon (or is it called is-secondary-weapon?) in recent builds, which Kara added.How recent? I have Revision 7118 FRED2 open right now, and the only secondary-weapon operators I'm seeing are secondary-ammo-pct, get-secondary-ammo, secondary-fired-since, is-secondary-selected (which you might have been thinking of, but it doesn't work that way) and has-secondary-weapon (which is a conditional switch, it doesn't record what the player has in a form that can be stored as a variable, and thus wouldn't link in with the saved ammocount. ...Unless it was used as a precondition for restoring the ammo in the first place. Or could possibly be saved as a string and restored from there. Hm. Ideas. Complicated ones, though.)
I know how is-secondary-selected works, thank you very much. When I designed the checkpoint system I looked for ways to do what you're trying to do. ;)Exactly. Probably eat up variables like nobody's business, but then that's what the extra 150 are for, to be used. Then the only question is whether the complexity is worth the result, and that's a judgment call that's gonna vary from person to person. In terms of the general user? Probably not. In terms of me? We'll see.
I'm looking at has-secondary-weapon, which as you say is a conditional switch, but which (like you said) can be used in combination with a when-argument to modify a string var to the weapon in the slot. It'd be complex as hell but it could work.
No worries, I wasn't worried.I think it'd take another operator-hook to do it - in other words, a code change. I'm not holding my breath for it, in terms of overall priorities, I wouldn't just consider 'ability to alter kill-count with a SEXP' to be at the bottom of the list, I'd imagine they would need an entirely separate list from the priorities list, just to find a spot for it. A list locked in a musty, sealed room, in the basement of a derelict building. Filled with spiders. That about describes the amount of enthusiasm I'd expect to see if someone made a feature request for such a minor thing.
It'd be great to find a way to set killcount. Though it might lead to a number of missions setting it to 100000 or something. :nervous:
Killcounts are likewise unfeasible, for a simpler reason: There's an operator to get kill-count, that allows you to store it as a variable, but there's no counterpart that allows you to write a variable to, or even alter in any way, the player's kill-count. Drat.