Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Qent on October 24, 2010, 06:21:58 pm
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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
( 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. :(
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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.
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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
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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.
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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. :(
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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?
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You definitely can fix it with the kamikazi one.
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It works when it self-destructs, but if I shoot it then it has no shockwave at all.