Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: HLD_Prophecy on November 06, 2016, 03:17:57 pm
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I've noticed this problem in my mod. It happens to my Beta tester also, and he's noticed it happening in BtA as well. Is this a bug with 3.7.4? The target information window just says "Scanned" but the cargo will not show up.
Help, please?
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I think that somewhere in the mission file, the cargo container or ship has to have a specified cargo for it to show up. Otherwise it just defaults to "Scanned" so far as I know.
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I think that somewhere in the mission file, the cargo container or ship has to have a specified cargo for it to show up. Otherwise it just defaults to "Scanned" so far as I know.
Regardless of whether cargo is set or not, if the "Scannable" flag is checked in the additional ship properties dialogue in FRED (the "misc" button from the ship editor), it will just say "Scanned/Not Scanned". Additionally, player_inspect_cargo() requires that the ship class have the "Cargo" or "Transport" flags before scanning cargo (which should probably be changed, seeing as how hud_target_ship_can_be_scanned() uses the objecttype's "$Scannable:" setting instead).
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I think that somewhere in the mission file, the cargo container or ship has to have a specified cargo for it to show up. Otherwise it just defaults to "Scanned" so far as I know.
Regardless of whether cargo is set or not, if the "Scannable" flag is checked in the additional ship properties dialogue in FRED (the "misc" button from the ship editor), it will just say "Scanned/Not Scanned". Additionally, player_inspect_cargo() requires that the ship class have the "Cargo" or "Transport" flags before scanning cargo (which should probably be changed, seeing as how hud_target_ship_can_be_scanned() uses the objecttype's "$Scannable:" setting instead).
But in my case the ship does have a specified cargo.
Does the ship have to be a transport or a cargo canister to have it's cargo show up?
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I think that somewhere in the mission file, the cargo container or ship has to have a specified cargo for it to show up. Otherwise it just defaults to "Scanned" so far as I know.
Regardless of whether cargo is set or not, if the "Scannable" flag is checked in the additional ship properties dialogue in FRED (the "misc" button from the ship editor), it will just say "Scanned/Not Scanned". Additionally, player_inspect_cargo() requires that the ship class have the "Cargo" or "Transport" flags before scanning cargo (which should probably be changed, seeing as how hud_target_ship_can_be_scanned() uses the objecttype's "$Scannable:" setting instead).
But in my case the ship does have a specified cargo.
Does the ship have to be a transport or a cargo canister to have it's cargo show up?
That is correct; any ship, the class of which is without either a "Cargo" or "Transport" flag, will not show cargo. Period. If you're thinking this is a silly limitation, I cannot disagree.
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Does the ship have to be a transport or a cargo canister to have it's cargo show up?
(http://i1020.photobucket.com/albums/af321/0rph3u5/FS%20Open/cargo1_zpsc1crwqxa.png) (http://s1020.photobucket.com/user/0rph3u5/media/FS%20Open/cargo1_zpsc1crwqxa.png.html)
If you want that "Cargo"-line to show up the ship has to be either a transport-type or cargo-type...
(http://i1020.photobucket.com/albums/af321/0rph3u5/FS%20Open/cargo2_zpshpnidpi3.png) (http://s1020.photobucket.com/user/0rph3u5/media/FS%20Open/cargo2_zpshpnidpi3.png.html)
If only "Not Scanned" or "Scanned" appears in it's place the "Scannable"-flag has been checked, regardless of type (although with "captial" and "supercap" types the engine may go straight to subsystem scanning)
However even if the Scanable-flag is checked the event log (F4 ingame) will list the cargo:
(http://i1020.photobucket.com/albums/af321/0rph3u5/FS%20Open/cargo2a_zpswcacm3wt.png) (http://s1020.photobucket.com/user/0rph3u5/media/FS%20Open/cargo2a_zpswcacm3wt.png.html)
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Okay, so I'll have to add the "transport" flag to the ship I want scanned...
Thanks guys! :)
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Okay, so I'll have to add the "transport" flag to the ship I want scanned...
Thanks guys! :)
Becausing changing the type-flag impacts ai behavior (including allowed player given commands), I'd recommend that you use a -shp.tbm to create a dublicate instead just makeing an edit
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Okay, so I'll have to add the "transport" flag to the ship I want scanned...
Thanks guys! :)
Becausing changing the type-flag impacts ai behavior (including allowed player given commands), I'd recommend that you use a -shp.tbm to create a dublicate instead just makeing an edit
I would, but this is a unique case of a ship class only being used once in the whole campaign, and it's motionless.