Author Topic: Anti-chain  (Read 1548 times)

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Offline diamondgeezer

K, forgiveness if this has been mentioned... would an inverted chain thingumy be possible?

A chained event can only fire when the previous event is true, yes? So how about a feature which means an event will only fire if the previous event has failed?

 

Offline Galemp

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What about when->not->is-event-true-delay?
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Offline StratComm

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How precisely does a sexp fail though?  It either fires, or it doesn't.  If you're wanting a conditional gaurd to keep something from happening once something else has taken place, GE hit the nail on the head.l
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline karajorma

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Quote
Originally posted by Galemp
What about when->not->is-event-true-delay?


That's actually different from is-event-false-delay. That event would fire at the the start of the mission before anything else happened :D

From what I can understand the game marks an event as failed whenever the conditions for it coming true can never occur. For instance an event involving the distance a cruiser is from something would fail as soon as the cruiser is destroyed or jumps out.


If I remember correctly there is a subtle difference between chaining and using is-event-true-delay. Either that or is-event-true-delay was fixed in some way to make it work better with repeating events.
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Offline StratComm

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But I don't think the game actually marks anything as "false" whether it is possible to occur or not.  Say you want to send a message if the cruiser NTF Boat jumps out and your "Drink Bosch Beer" event has not yet fired, then you would use:
Code: [Select]

--when
 |--and
 | |--not
 | | |--is-event-true-delay
 | |   |--Drink Bosch Beer
 | |   |--0
 | |--departed-or-destroyed-delay
 |   |-NTF Boat
 |   |-0
 |-do-something


The exact syntax is off I know, I haven't used FRED in ages.  But that's the logical expression you'd need.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

  

Offline karajorma

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I don't think so. Make a mission with a directive in it to protect a ship. As soon as the ship is destroyed the directive turns red. FS2 must be noticing that it is now impossible to complete the directive for some reason.
  It must some how be marking the event as impossible to come true. If FS2 does this for directive events I see no reason to think it doesn't do it for other events (Especially as this also happens when the directive event simply checks if other events are true or false).

If FS2 didn't mark events as failed/false then directives would always remain white until the end of the mission since there is no way for the game to check that they've failed only that they've come true. The same goes for objectives as well.

BTW I'd never use not>is-event-true-delay like that anyway. is-event-incomplete is the exact same thing as not>is-event-true-delay>0 :)
« Last Edit: September 04, 2004, 04:20:41 am by 340 »
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