Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: CommanderDJ on April 28, 2011, 11:02:29 am
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Hey guys,
So in light of this guide (http://www.hard-light.net/forums/index.php?topic=75818.new#new) created by The_E for writing new SEXPs, I decided to try my hand at writing my first ever SEXP: set-jumpnode-name.
It does what you think it does, but here's the description text anyway:
Sets the name of a jump node. Takes 2 arguments...
1: Name of jump node to change name for
2: New name for jump node
Now, I've tested it and it works, the only thing is that SEXPs referencing the old jump node name will obviously not work after the name change. That, and I have no idea whether I've done something inherently dangerous with the code. This being my first FSO coding endeavour, I need feedback, so here's (http://www.mediafire.com/?r9o4plxka9ur5sd) a link to a .patch file showing the changes I've made. Any feedback and constructive criticism is greatly appreciated.
CommanderDJ
EDIT: .patch file updated with The_E's corrections.
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Committed to trunk in revision 7155.
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Awesome. Did DJ's note get included in the help text?
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Nice 1 CDJ
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Thanks for the commit!
I've actually updated the SEXP so it's now multiplayer compatible. I've also added the relevant note to the help text.
Here's (http://www.mediafire.com/?4sj44kc0zpf2ssj) an updated .patch file. In it, I also took the liberty of correcting a spelling error in another sexp (it used muli_sexp instead of multi_sexp).
EDIT: Thanks headdie.
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Alternative solution provided by The_E