Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Qent on October 24, 2010, 06:21:58 pm

Title: Mine
Post by: Qent on October 24, 2010, 06:21:58 pm
I'm trying to make a Derelict-style minefield, but whenever I save, FRED (latest nightly) sets all the special explosion parameters to 0. Is this something people have run into, and how should I get around it?

EDIT: Looks like using

Code: [Select]
( when-argument
   ( in-sequence "TTC 1 1" "TTC 1 2" )
   ( true )
   ( set-explosion-option
      "<argument>"
      ;stuff
   )
   ( invalidate-argument "<argument>" )
)
with a repeat count of 2 and a repeat delay of 0 works. But wtf, fred. :(
Title: Re: Mine
Post by: karajorma on October 25, 2010, 12:46:41 am
Hang on a sec. Are you telling me that you set the Special Explosion settings from the Ship Editor but when you save the mission everything becomes 0?

If so I want to know exactly what you did.


If you're telling me things don't work when you set things up via the SEXP I can tell you right now that the reason you needed repeats is cause you used in-sequence instead of every-of.
Title: Re: Mine
Post by: Qent on October 25, 2010, 07:18:04 am
So this time I disabled all mods first, and then
1. Created Alpha wing
2. Placed a TAC 1
3. Check the "Enable Special Explosion" for the TAC 1 in the ships editor, do not change the parameters (or do, it doesn't matter)
4. "OK," save as something
5. Open the ships editor again, all the parameters are 0
Title: Re: Mine
Post by: karajorma on October 25, 2010, 08:49:27 am
No one remembered to update the save code when we converted the special explosion stuff from int to float. I'll fix this and it should be in the next nightly build.
Title: Re: Mine
Post by: Qent on October 26, 2010, 07:29:11 pm
Thanks! Looks like I'll have to use an explosion-effect SEXP instead anyway, because if the damage is high enough for an anti-capital mine then it takes forever to explode. :(
Title: Re: Mine
Post by: Sushi on October 26, 2010, 07:49:16 pm
Thanks! Looks like I'll have to use an explosion-effect SEXP instead anyway, because if the damage is high enough for an anti-capital mine then it takes forever to explode. :(

Can't you fix this by setting the "Vaporize" flag?
Title: Re: Mine
Post by: karajorma on October 26, 2010, 08:27:39 pm
You definitely can fix it with the kamikazi one.
Title: Re: Mine
Post by: Qent on October 26, 2010, 08:40:38 pm
It works when it self-destructs, but if I shoot it then it has no shockwave at all.