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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: CommanderDJ on September 25, 2010, 09:46:29 pm

Title: SEXP Request: node-change-alt-name
Post by: CommanderDJ on September 25, 2010, 09:46:29 pm
Hello,
In accordance with this thread http://www.hard-light.net/forums/index.php?topic=71735.0 (http://www.hard-light.net/forums/index.php?topic=71735.0), I would like to request a SEXP that allows us to change the name of jumpnodes, as ship-change-alt-name does not do so. Pretty please?

CommanderDJ
Title: Re: SEXP Request: node-change-alt-name
Post by: karajorma on September 25, 2010, 11:04:10 pm
Not going to happen I suspect. Changing the name of objects in FS2 can cause all kinds of issues (Which is why you haven't seen a change ship name instead of change alt-name SEXP).

Given the issue you have mentioned to be honest a set-target SEXP would be far more useful anyway.
Title: Re: SEXP Request: node-change-alt-name
Post by: CommanderDJ on September 25, 2010, 11:22:14 pm
I see. Could we have a set-target SEXP then?
Title: Re: SEXP Request: node-change-alt-name
Post by: Dragon on September 26, 2010, 04:20:54 am
Changing a name of the object could cause problems, but what if only a name that is displayed had changed (without messing with the one that is used by the game).
Of course, it may be difficult to implement.
Title: Re: SEXP Request: node-change-alt-name
Post by: karajorma on September 26, 2010, 04:36:24 am
For nodes it probably wouldn't be an issue. For anything else it would show up in the log. It would (in fact it must) use the original name instead of whatever you renamed it to.

So in short it would require code that would only ever work with jump nodes and maybe a few other esoteric models. Really not worth it.
Title: Re: SEXP Request: node-change-alt-name
Post by: headdie on September 26, 2010, 07:58:11 am
how about as a work around create two jump nodes one with the initial name and one with the replacement name , use hide-jumpnode sexp to hide the second node on mission start then when you need to swap them use hide on the first one and show-jumpnode on the second
Title: Re: SEXP Request: node-change-alt-name
Post by: CommanderDJ on September 26, 2010, 08:53:56 am
The two nodes thing has been discussed in the thread listed in my first post. That's the workaround I'm currently using, but the problem with that was that if the player has the initial node targeted, it gets de-targeted when it is "renamed". That's why a set-target SEXP (as per karajorma's suggestion) would be useful seeing as changing the node name isn't viable, so that I could then switch the player's target to the new node once it appears.
Title: Re: SEXP Request: node-change-alt-name
Post by: The E on September 26, 2010, 10:44:21 am
I think you're making this look like more of an issue than it is.
Title: Re: SEXP Request: node-change-alt-name
Post by: CommanderDJ on September 26, 2010, 10:46:42 am
What do you mean? Ah, it doesn't matter anyway. SEXP request has already been denied. This thread is no longer useful.
Title: Re: SEXP Request: node-change-alt-name
Post by: The E on September 26, 2010, 10:49:49 am
I mean that you're worrying about an issue that would only come up under rather rare circumstances and that is decidedly non-fatal, I would imagine.
Title: Re: SEXP Request: node-change-alt-name
Post by: CommanderDJ on September 26, 2010, 11:04:14 am
Oh, right. Well, yeah. Of course this was purely an "artistic" request (for want of a better word), nothing overly urgent or serious. But oh well. Life goes on.
Title: Re: SEXP Request: node-change-alt-name
Post by: Mobius on September 26, 2010, 12:50:13 pm
A wise use of hide-jumpnode and show-jumpnode is well enough. :)