Author Topic: Lovely Jump node problems  (Read 1953 times)

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Lovely Jump node problems
Hello everyone,

I'm not sure I should post this one here or elsewhere, so I'll start here.

In a mission I've fredded, I have alpha wing warp into a system through a jumpnode. 50 seconds later i used the hide-jumpnode sexp. simultaneously i use a "show jumpnode" sexp to show another jumpnode in a very different position, to kinda switch the original position of the jumpnode.

problem: although one of these jumpnodes are hidden, the other is still apparent on the radar and when i cycle through all the ships (target), i apparently "target" this hidden jumpnode and my sensors go "blind". (that is nothing comes up on the sensor gauge, but i am still targeting other ships. my sensor gauge works again when i use a different targeting function (ex: h for targeting hostiles).

after the 50 seconds, the other jumpnode appears, but the original is likewise still visible on radar.

i was thinking: perhaps i need to make the jumpnode "invisible" like a ship with another sexp, but apparently that sexp can only be used for ships. is this an inherent bug? or am i doing something incorrectly?   

 

Offline Angelus

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Re: Lovely Jump node problems
I had a similar problem with two events that are triggered at the same time. I solved it by changing the time value, from both 30 sec to 30 sec and 32 sec. Ingame it's hardly noticeable, but MAYBE it could solve your prob too...

 

Offline karajorma

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Re: Lovely Jump node problems
It's a bug most likely. As far as I can see the JN_HIDE flag is only ever used in the render() function. I'm pretty sure that the targeting code should be checking for it somewhere too.

Stick it in Mantis and I'll look at it.
 
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Offline Goober5000

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Re: Lovely Jump node problems
WCSaga noticed this bug too.  It's fixed in SVN.
« Last Edit: February 20, 2008, 07:19:14 pm by Goober5000 »

 

Offline karajorma

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Re: Lovely Jump node problems
Yeah. Just checked. It's fixed. I wonder how the game know whether a node is targetable or not now. I might have to take a look at the targeting code later. :)
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Re: Lovely Jump node problems
WCSaga noticed this bug too.  It's fixed in SVN.

Well I checked out the mantis log and it certainly looks like a similar bug. I would stress that it is similar, since the bug reported in mantis involves quite a different sexp (radar range max vs. hide jumpnode). but on second thought it may be essentially the same. i dunno. i'll make sure to report in mantis as soon as i get an account in order. (apparently every time i've registered i haven't gotten that wonderful confirmation e-mail for some reason . . . )

so from what i gather from mantis, i take it that i'll have to await 3.6.10 for the actual fix, correct?


 

Offline karajorma

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Re: Lovely Jump node problems
You can move over to developing with 3.6.10 right now. The problem is that it's not advisable to release your missions until 3.6.10 Official comes out and everyone has upgraded.
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