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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0001812 | FSSCP | FRED | public | 2008-11-10 13:42 | 2008-11-10 14:33 | ||||
Reporter | FUBAR-BDHR | ||||||||
Assigned To | karajorma | ||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | 3.6.9 | ||||||||
Target Version | Fixed in Version | 3.6.10 | |||||||
Summary | 0001812: ship-death sexp not working properly for player ai ships in multi | ||||||||
Description | Trying to figure out why end-mission wasn't firing I eliminated everything I could think of except this. Basic sequence of the events: when --true --modify-variable ----spawns ---- + ------respawns-left --------alpha 1 ------ 1 when --and ---- = ------ship-deaths --------alpha 1 ------spawns ---- = ------ship-deaths --------alpha 2 ------spawns ..................... ---- = ------ship-deaths --------beta 4 ------spawns --end-mission So I'm just storing respawns + 1 to a variable and then when every ship has died that many times it should end the mission. | ||||||||
Additional Information | Using Taylors 3.6.10 mulit_test build from 11/09 in TBP on Vidmasters operation Black Sun 2 mission. Event dead is where the problem is. Spawns variable is set in event start. The unnamed event at the end does become true when Alpha 1 hits observer mode. | ||||||||
Tags | No tags attached. | ||||||||
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Date Modified | Username | Field | Change |
---|---|---|---|
2008-11-10 13:42 | FUBAR-BDHR | New Issue | |
2008-11-10 13:42 | FUBAR-BDHR | File Added: BlackSun Phase 2.fs2 | |
2008-11-10 14:11 | karajorma | Status | new => assigned |
2008-11-10 14:11 | karajorma | Assigned To | => karajorma |
2008-11-10 14:33 | karajorma | Status | assigned => resolved |
2008-11-10 14:33 | karajorma | Fixed in Version | => 3.6.10 |
2008-11-10 14:33 | karajorma | Resolution | open => fixed |