Author Topic: Message Problems  (Read 1494 times)

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Offline Cyborg17

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So lately, I've been finding out that messages and dialogs are pretty much the most tedious things to script well.  Having 25+ messages in a mission (at least for someone inexperienced, like me) is like putting the mission completion another day away.  Plus I've had two problems (which may be related).

Both these circumstances were tested while the even was default true and was under a simple has-time-elapsed argument.

1. In a mission where the GTVA is about to cross a node into a new system, I tried to have a stealth scout come in from that system to tell them that the area was clear from hostiles.  For some reason he would not say his message.  Not only that, but if I switched the message to any other ship, they would say the message.

I had the scout say it about a second after his warpir disappeared.  I used the send-message-list sexp.

2. The same thing seems to be happening in the mission after.  5 seconds after a ship jumps in and its warpir disappears it cannot send its message, and, instead, command sends it.  Again, I used send-message-list sexp.

Why is this happening?  What am I doing wrong?

 

Offline mjn.mixael

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can we see the actual event tree? I'm warry of your usage of has-time-elapsed.. it doesn't do what you probably think it does.
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Offline Deadly in a Shadow

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Did you set up the message-list so the ship that has to say the message WILL say the message instead of Command?
"Ka-BOOOOOOOOM!!!!"
"Uh, Sir we can hear the explosion."
"No you can't, there is no air in space. Sound can't travel through a vacuum!"

 

Offline Cyborg17

  • 29
  • Life? Don't talk to me about life....
Code: [Select]
$Formula: ( when
   ( has-time-elapsed 1 )
   ( send-message-list
      "Alpha 2"
      "High"
      "What is"
      1
      "GTCv Thor"
      "High"
      "Thor in system"
      8000
      "GTC Victory"
      "High"
      "Victory and Justice on Station"
      21000
      "GTCv Thor"
      "High"
      "No contacts, Victory."
      5250
      "Alpha 3"
      "High"
      "I wonder if"
      7000
      "GTSC Hassel"
      "High"
      "Hassel arrives"
      10000
   )
)
+Name: Send Messages 1
+Repeat Count: 1
+Interval: 1
+Team: 1


Neither messages 2, 3, 4, and 6 on that list will be said by their listed ship, even though message 4 is scripted to happen 26 seconds after the ship arrives.

 
My guess is that send-message-list checks for the presence of the ship when the sexp is first triggered, rather than when the message is acutally sent. If the ship isn't present when the event occurs, the message is assigned to #Command. You'll have to either use multiple send-message events (chain these) or set the sender to something like #GTCv Thor.

 

Offline The E

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Well....

First tip, use has-arrived-delay instead of time-elapsed.
Second, instead of send-message-list, use chained single messages. That will allow you to debug the whole thing easier.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 
Yeah. Send-message-list is really never necessary unless your mission is voice-acted and you need the split-second timing for something like a cutoff.

  

Offline Cyborg17

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  • Life? Don't talk to me about life....
Ok, thanks guys.  I'll try it and tell you if it works out.