Author Topic: Flag Order?  (Read 2230 times)

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Offline HotSnoJ

  • Knossos Online!
  • 29
    • http://josherickson.org
I'm inquirying if ship and weapon table flags are to go in some sort of order and what that order would be.

Maybe this should have gone in the SCP forum, but oh well.



Any help given would be much appreciated! :D
I have big plans, now if only I could see them through.

LiberCapacitas duo quiasemper
------------------------------
Nav buoy - They mark things

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
It doesn't matter what order they're in, but here's the order they're defined in the code:

no_collide
player_ship
default_player_ship
repair_rearm
cargo
fighter
bomber
transport
freighter
capital
supercap
drydock
cruiser
navbuoy
sentrygun
escapepod
no type
ship copy
in tech database
in tech database multi
dont collide invisible
big damage
corvette
gas miner
awacs
knossos
no_fred
ballistic primaries
flash
surface shields
show ship
-C

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
whats flash do?
and can you list the weapon flag order too?
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline HotSnoJ

  • Knossos Online!
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    • http://josherickson.org
Hm, not exactly what I was looking for WMCoolmon. I'm looking for the order of these kinds of flags.
I have big plans, now if only I could see them through.

LiberCapacitas duo quiasemper
------------------------------
Nav buoy - They mark things

 

Offline HotSnoJ

  • Knossos Online!
  • 29
    • http://josherickson.org
For those interested: See line 1813 in ship.cpp and line 1086 in weapon.cpp for the order of ship and weapon property tags.

Soon my friends, soon will you know my intensions.
I have big plans, now if only I could see them through.

LiberCapacitas duo quiasemper
------------------------------
Nav buoy - They mark things

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
Those are variables, not flags. :p
-C

 

Offline NGTM-1R

  • I reject your reality and substitute my own
  • 213
  • Syndral Active. 0410.
Perhaps while we're here somebody could explain why most of the time the "in tech database" flag doesn't work properly?
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline HotSnoJ

  • Knossos Online!
  • 29
    • http://josherickson.org
Quote
Originally posted by WMCoolmon
Those are variables, not flags. :p
And I'd know what they were called if it was called the same thing all the time. :P
I have big plans, now if only I could see them through.

LiberCapacitas duo quiasemper
------------------------------
Nav buoy - They mark things

 

Offline Goober5000

  • HLP Loremaster
  • 214
    • Goober5000 Productions
It works all of the time.  You just need to reset the tech database between mods. :p

In other words, either use the reset-tech-database sexp, check the Uses Custom Tech Database flag in the campaign editor, or create a new pilot.

 

Offline WMCoolmon

  • Purveyor of space crack
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Are you sure reset-tech-database is in CVS?
-C

 
 

Offline phreak

  • Gun Phreak
  • 211
  • -1
flash? *checks code*

:wtf:  When was that committed?
Offically approved by Ebola Virus Man :wtf:
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Offline WMCoolmon

  • Purveyor of space crack
  • 213
Oops. Go down one floor. (Double post)
« Last Edit: January 28, 2005, 12:14:17 am by 374 »
-C

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
It makes the ship make a really big explosion flash! :D

At least that's what the function says:
Code: [Select]
big_explosion_flash(intensity);
-C

 

Offline NGTM-1R

  • I reject your reality and substitute my own
  • 213
  • Syndral Active. 0410.
Quote
Originally posted by Goober5000
It works all of the time.  You just need to reset the tech database between mods. :p

In other words, either use the reset-tech-database sexp, check the Uses Custom Tech Database flag in the campaign editor, or create a new pilot.


Umm, no.

This is the table file itself, not a campaign-related one. And a new pilot does not help. Standard beginning-of-Main-Campaign ships.tbl with flags added to the ships that didn't originally have them. In the tables folder of the data folder of my FS2 root directory. Not all of the ships flagged show. Most of them, in fact, don't show.
« Last Edit: January 28, 2005, 01:07:29 am by 2191 »
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline Starman01

  • 213
  • Mechwarrior
    • Wing Commander Saga
Quote
Originally posted by PhReAk
flash? *checks code*

:wtf:  When was that committed?


That is something Bobboau tried to implement for us. According to him it was already in the code, just not active  from volition's side.

It's function should be, that when a ship with this flag explodes, a big bright explosion-flash should be emitted, just like in original  WingCommander-Games.

But it didn't worked like that when I first tested, and due to the lack of time I made no further tests with it. But if someone could make it running properly, I would surely appreciate that :D
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 

Offline Grimloq

  • 29
  • Backslash enthusiast
flash? huh, sounds cool...
A alphabetically be in organised sentences should words.

  

Offline Woolie Wool

  • 211
  • Fire main batteries
Quote
Originally posted by WMCoolmon
It makes the ship make a really big explosion flash! :D

At least that's what the function says:
Code: [Select]
big_explosion_flash(intensity); [/B]


Any screenshots of what that looks like?
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

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