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I made an outfit wich was told to be an jammer and a map but everytime I bought it the outfit was gone in the same moment... "can`t be sold" was activated and "remove after purchase" was deactivated. I found out that the "Map" type is the problem - it lets the outfit disappearing after buying it. Is this a problem because of EVN 1.0.6 or has someone expirienced this before in other versions? It is a very strange problem because there is an outfit made by Ambrosia/Atmos wich work the same way but this one is working.
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This is a strange one. I've not done any work with the map type before so I haven't experienced this.
What Atmos outfit is it that behaves similarly? Off the top of my head I can't remember any EVN outfit that acts as a map and something else...
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Vell-os Area Map is it named in the data files.
A map and a non-persistent outfit. What I believe nova did was and the end of the mission where you learned your first vell-os skills. It set a bit that activated a cron. This cron would keep going off and giveing you the map outfit. Or not, I cant remember all the data.
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You probably shouldn't combine map outfit types with other outfit types.
iMove this to the EV Developers' webboard (while wondering why things like this don't get posted there...)
mcb
------------------ "If it's not on fire, it's a software problem."
Yeah, any oütf with any of its fields set to be a Map item will be removed after purchase by default, whether you have the flag set or not. What you may want to do to achieve the same affect is put a G### (where ### is the RID of a map oütf) in the OnPurchase field. If this is supposed to give you a map everytime you jump, create a crön that does the G### like the Vell-Os map oütf.
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Oh, yeah... Uhm, that was my "fix" for this Thanks anyway ArcAngel. (Hey, by the way: Why make a flag "remove after purchase" if the "Map" types will be removed automaticly!?)
Sorry Matt...noticed it now
Quote
Originally posted by Terek E`Ban: **Hey, by the way: Why make a flag "remove after purchase" if the "Map" types will be removed automaticly!? **
Because it is useful for different situations.
Uhm...ok. Was a short answer, wasn`t it? Any... examples? I just ask because I have no idea why this should be helpful.
In Sephil Saga, there is an outfit "Towing Contract" with that flag set. When you purchase it, it starts a mission that stays active until the contract expires, or you abort it for an instant tow to the company headquarters. I decided I didn't want to waste space in both the outfit section of your ship info and in the active missions section.
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(This message has been edited by Masamune (edited 06-27-2003).)
I dont meant the flag... I meant the "map" type. I cant understand why it got a own "remove after purchase" flag because there is already one wich could be used.
t meant the flag... I meant the "map" type. I can
Originally posted by Terek EBan: **I dont meant the flag... I meant the "map" type. I can`t understand why it got a own "remove after purchase" flag because there is already one wich could be used.
Ban: **I don
**
Because otherwise, you would get a new map everytime you landed or everytime jumped. Think about it. And if it didn't, then you would begin to accumulate map outfits the more you bought. It just doesn't logically work otherwise.
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But you could set the flag "remove after purchase" and than it would be a normal map. Isn`t it enough that the game knows that is a map so I can make it like any other map or something that stays with you without setting up a crön!?
Oh hey, I forgott something: Thanks to you Matt, my plug-in runs now extremly better since the submunition things has changed in 1.0.6. Thanks! Thanks! Thanks!
Ive found only one little interesting problem: Say you have a weapon (weap ID is 128) and a submunition for it (weap ID 129). Now you tell 128 that its submunition is 129 (subcount=2/sublimit=50) and 129s submunition is 128 (subcount=2/sublimit=50). After saving this you want to start the game and... crash - nothing happens, Nova is dead. This weapon has worked in 1.0.4. Are there any submunition limitations in 1.0.6?
ve found only one little interesting problem: Say you have a weapon (weap ID is 128) and a submunition for it (weap ID 129). Now you tell 128 that its submunition is 129 (subcount=2/sublimit=50) and 129
I'm reasonably sure that "sublimit" would only apply to wëap 128 spawning further copies of wëap 128. It breaks when you alternate between two weapons.
-reg
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Originally posted by Terek EBan: **Say you have a weapon (weap ID is 128) and a submunition for it (weap ID 129). Now you tell 128 that its submunition is 129 (subcount=2/sublimit=50) and 129s submunition is 128 (subcount=2/sublimit=50). After saving this you want to start the game and... crash - nothing happens, Nova is dead. **
Ban: **Say you have a weapon (weap ID is 128) and a submunition for it (weap ID 129). Now you tell 128 that its submunition is 129 (subcount=2/sublimit=50) and 129
You probably shouldn't do that.
Uhm, ok... a short answer.
Do you know if it`s the high sublimit or only that I switch between two weaps ever and ever again that cause Nova to crash?
Originally posted by Terek E`Ban: **Uhm, ok... a short answer.
Do you know if it`s the high sublimit or only that I switch between two weaps ever and ever again that cause Nova to crash?**
Sublimit ONLY works if the weap submunitions into itself.
EVN Resource Bible: SubLimit If you have defined a recursively-submunitioning weapon (i.e. one which splits into more copies of itself) this field will allow you to limit the number of recursive splits that happen. This field is ignored if the weapon is not recursively submunitioning.
You just can't have A -> B -> A -> B and expect it to work.
-Vaumnou
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I CAN expect it to work, because it has worked already... in EVN 1.0.4.
Damn, I loved this feature as I was using 1.0.4 (better than to make thousands of weap resources just to let one weapon work).
When I was fooling around in EVN 1.0.2 I made a weapon that started as a slow-moving green blob, and then after half a second it made a belching noise and turned into two red blobs. After half a second, they belched again and turned into two of the original green blobs. I never managed to make it work and I assumed it was due to Nova overloading on submunitions due to the sublimit only applying to 1-munition recursives. I gave up.
I'm surprised you made it work in 1.0.4... interesting.
Originally posted by Vaumnou: **You just can't have A - > B -> A -> B and expect it to work. **
Indeed. Doing this abuses the Nova engine in bad ways; if you were able to get it to work before, it was entirely by accident I'm sure.