View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0001623 | FSSCP | multiplayer | public | 2008-03-06 12:58 | 2008-04-18 12:26 |
| Reporter | FUBAR-BDHR | Assigned To | karajorma | ||
| Priority | normal | Severity | minor | Reproducibility | always |
| Status | resolved | Resolution | no change required | ||
| Product Version | 3.6.9 | ||||
| Fixed in Version | 3.6.10 | ||||
| Summary | 0001623: ship-subsys-guardian-threshold doesn't work on player ships in multi | ||||
| Description | Setting the threshold works on the initial spawn but does not seem to work after respawn. | ||||
| Tags | No tags attached. | ||||
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This doesn't really surprise me. As far as the game is concerned the respawned ship is a completely new ship that simply happens to be in the same slot in the Ships array as the one before it. So everything gets blasted clean. To be honest I'm not even sure this is a bug. Having the SEXP's effects persist over respawns when other effects don't would be pretty odd too. It's probably better to give the FREDder better ways of figuring out when a ship has just respawned and allow them to do things to it then. |
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Well you now have the tools in 3.6.10 to re-guardian the ship on every respawn. Not particularly pretty but it's more sensible than having guardians passed on between respawns (for instance what happens if they're supposed to turn off after 10 seconds but the ship is respawning at the time?). |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2008-03-06 12:58 | FUBAR-BDHR | New Issue | |
| 2008-03-06 16:07 | karajorma | Note Added: 0008939 | |
| 2008-04-18 12:26 | karajorma | Status | new => resolved |
| 2008-04-18 12:26 | karajorma | Fixed in Version | => 3.6.10 |
| 2008-04-18 12:26 | karajorma | Resolution | open => no change required |
| 2008-04-18 12:26 | karajorma | Assigned To | => karajorma |
| 2008-04-18 12:26 | karajorma | Note Added: 0009234 |