2019-10-16 14:40 EDT


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IDProjectCategoryView StatusLast Update
0001812FSSCPFREDpublic2008-11-10 14:33
ReporterFUBAR-BDHR 
Assigned Tokarajorma 
PrioritynormalSeverityminorReproducibilityalways
StatusresolvedResolutionfixed 
Product Version3.6.9 
Target VersionFixed in Version3.6.10 
Summary0001812: ship-death sexp not working properly for player ai ships in multi
DescriptionTrying 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 InformationUsing 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.
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-Issue History
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
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