I'm trying to revive
this.
I already added the new lines that beam-modifying .tbms seem to need by now.
I have several timers in it.
There are timers (repeating SEXPs that decrease some variable) for:
* control of beam firing & primaries using lock/unlock, which seems to currently never work (sometimes once, but usually not at all)
* launching ships, which has worked back then, but now only the first time a ship is launched, and later none
[edit: Ok, this is fixed.]* some "special weapons" that I added as gimmicks - a subspace teleporter a la Master of Orion 2 and a shockwave-weapon like on Homeworld:Cataclysm's dreadnought ; both only for your personal "captains' fighter" that you can switch into
- the shockwave only works once, and the make-player-invulnerable that I used to prevent you from damaging yourself doesn't seem to have effect either
- the teleporter waits 'til it is first triggered, but afterwards fires everytime the counter reaches zero, no matter if I order it to engage
The timers look like this:
$Formula: ( when
( > @LaunchTimer1[0] 0 )
( modify-variable
@LaunchTimer1[0]
( - @LaunchTimer1[0] 1 )
)
( key-reset-multiple "Spacebar" )
)
+Name: LaunchSystem2---timer01
+Repeat Count: 100000
+Interval: 1
+Team: 0
$Formula: ( when
( and
( key-pressed "Spacebar" )
( not ( = @LaunchTimer1[0] 0 ) )
( = @CptnFghtr[0] 0 )
)
( key-reset-multiple "Spacebar" )
)
+Name: LaunchSystem2---timeCatcher01
+Repeat Count: 10000
+Interval: 1
+Team: 0
Later, this is tested like:
$Formula: ( when
( and
( key-pressed "Spacebar" )
( = @LaunchTimer1[0] 0 )
( = @CptnFghtr[0] 0 )
)
So - what am I doing wrong, or is this some problem with the build (5618) I'm using?
[edit:
Nevermind, I got launching to work again... But the other issues remain
.
]