Author Topic: Easy-To-Code SEXP Request  (Read 4302 times)

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Offline WMCoolmon

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Easy-To-Code SEXP Request
Strings. :p

Ship names, message names, etc. Anything that's not a number, basically, and involves letters.

Except for yo-yos.
-C

 

Offline karajorma

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Easy-To-Code SEXP Request
You can use a string variable in the same way you used a number variable.

Like you could substitute a number variable in any SEXP that expected a number you can substitute a string variable in for any place that uses a string (Including ship and wing names!).

What was missing before was the ability to check if a String variable equalled a certain value. Now that you can do that there's tonnes of stuff you can do with them now :)
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Offline Goober5000

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Easy-To-Code SEXP Request
Does that work now?  I forgot whether I got around to fixing that.

 

Offline karajorma

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Easy-To-Code SEXP Request
You didn't.

There are still lots of times when you can't pick a string variable off of the right click menu for instance.

For instance you can have an event like this

modify-variable
String1(SomeText)
String2(SomeOtherText)

but only by typing in the entire variable name with an @ sign in front of it.

The original error report is here but I'm not sure how much of my problem was due to that bug in reporting the value of a variable in a message.

I'll do some testing today.
« Last Edit: April 22, 2005, 05:01:30 am by 340 »
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Offline Goober5000

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Easy-To-Code SEXP Request
Can you Mantis it (and the rest of your bugs if you have anything outstanding)?  It's easier to keep track of, as well as easier to find again after a long hiatus. ;)

 

Offline Dark RevenantX

  • 29
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Easy-To-Code SEXP Request
I would much rather use self-repairing.  It wouldn't be too hard to fix a tiny fenris engine yourself, would it?  I am going to make it so that you will have to hit a key to make the turret fire at the target, but if you want the turret to fire upon a different object, you will have to hit that key twice.  This allows you to use the same key to turn it on and off, the first tap makes it fire on one thing, but the second makes it fire on every thing.  For comparison:

Ship/Keys Used/SEXPs Required
Fenris / 6 / 29
Aeolus / 8 / 39
Deimos / 12 / 59

The SEXPs are just slightly modified duplicates of the parent SEXP, so it shouldn't take too much time.  Good thing you don't fly a Deimos often.  You fly corvettes in the last few missions, which takes place during the Capella Incident.

  

Offline karajorma

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Easy-To-Code SEXP Request
Quote
Originally posted by Goober5000
Can you Mantis it (and the rest of your bugs if you have anything outstanding)?  It's easier to keep track of, as well as easier to find again after a long hiatus. ;)


To be honest I thought I already had. :) Turns out I was confusing it with the key-reset thing.

I'll add it after I've done some tests.
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