Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: diamondgeezer on August 07, 2002, 07:13:43 pm
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OK, so I've got a mission that has you flying escort for two Argos. Pretty much perfect, except for one thing - FS2 is sometimes failing to pick up if the Argos get disabled. At first, it was just affecting Argo 2, and I couldn't work out why the event wasn't firing. I tried substituting 'subsytem-destroyed-engines' for -is-diasbled', and similar stuff, but no joy. When I checked the events log, I realised that FS2 seemed to have not noticed that the ship was disabled, even though it was quite blatantly sat there with 0% engines and a 'D' next to its name. Argo 1 was behaving, and if it was disabled the appropriate event would fire.
Since I had the mission in a campaign, I took it out and flew it from the tech room, and it seemed to work fine. So I put it into a new campaign file, and still it worked OK. Then, without me touching the fc2, it went all wrong again. If that wasn't enough, the disease seems to have spread to Argo 1, and neither of them showed up as disabled.
As the old saying goes, :confused:
Any ideas?
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Geez, that does sound strange... I don't know what would be causing that. Have you tryed rebuilding the mission from scratch? That's the only suggestion I have. :(
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give them a 1 second delay
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No good Bob, they've already got a two second delay. The full SEXP is
when
or
is-disabled-delay
2
Lambda1
is-disabled-delay
2
Lambda2
do-various-things
Any other thoughts?
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Its because your using OR, using the OR operator means either one OR the other. So when one gets disabled, the trigger fires, and is used up. Now there is no trigger for the other one. Try using AND, or else make one sexp for each of them.
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No no no, see, I'm using or because I want the sexp to fire when either Argo is disabled. When both are disabled, a different sexp fires. Looks like I'm going to have to use seperate sexps for the whole lot, but that means more sexps and more to go wrong :sigh:. Never mind.
Edit: And to be honest, I don't hink the sexps ar the problem - it seems that for whatever reason, FS2 isn't recognising that the ships have been disabled.
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I had a similar problem with disabling ships - found no way to correct it.
Sid.
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I'm not a FREDder, but have you try reinstalling FS2?, or try the mission on a diferent computer?
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Can you check if the speed is 0 or something?
Do any of the main campaign missions involve disabling craft? Because it could simply be that the sexp is leftover from FS1(?)
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I`ve disabled ships in FS2 before and it worked fine.
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Yeah, but disabeling a ship without destroying it is never required to complete a FS2 mission. Repairing a disabled ship is used, and that SEXP may be used there, but I can't think of an example of when that would be used. It came up plenty of times in FS1, but never in FS2. Perhaps because of that quirk in the engine.
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Ive done this scenario alot in fs2. It works fine, pherhaps there is a corruption in one of your installed mods. Other then that, im out of ideas.
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What is the SEXP triggering? That may have something to do with the problem...
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I'll assume it's either a corupted/otherwise dodgy mission, or me uber-cracked tbls. Watch this space --->
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there is nothing happening in that space