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I have had it up to here with this plugin. I have a large number of crons that are silently setting mission bits, (this is for a routine maintainence system). The crons work flawlessly now. There also needs to be a mission to display a desc to tell the player that, say, thier main engines are starting to show signs of wear. However, I want this mission to only appear once (until they fix thier engines, and they start to wear again.) It is an auto-aborting mission that unsets a missionbit in its OnAccept field, so it should appear again only if the appropriate bit is re-set (which occurs when the engines start to wear again. The mission briefing appears only once, even when it should appear again (engines repaired, and then wear again, resetting the availbit). However, when i go to main screen and reopen the pilot, the mission appears again. What the **** is going on?! Oh, and the mission, despite being an autoaborting mission, appears in the pilotlog sometimes. -Az
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I've had some trouble with Auto-Aborting too. At the end of your "OnAccept" Field, put A(whatever the mďsn resource number is). This is what I use.
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I have incorperated your advice. I am still having issues. The mission DOES NOT APPEAR even with 100% avail chance, and no other instances of the mission active, and the avail bits met. Then i go to main screen, and have it open the pilot file again, and all of a sudden the mission starts showing! This is absolutely unacceptable behavior. Reloading your pilot SHOULD NOT EVER change the behavior of the game! Any one want to give me any clues on how to fix this, or even take a look at the plug itself and see if they can find anything? -Az
Note - This has been the issue holding up my plug for the past WEEK AND A HALF.
(This message has been edited by Azratax2 (edited 10-28-2003).)
Quote
Originally posted by Azratax2: **I have had it up to here with this plugin. I have a large number of crons that are silently setting mission bits, (this is for a routine maintainence system). The crons work flawlessly now. There also needs to be a mission to display a desc to tell the player that, say, thier main engines are starting to show signs of wear. However, I want this mission to only appear once (until they fix thier engines, and they start to wear again.) It is an auto-aborting mission that unsets a missionbit in its OnAccept field, so it should appear again only if the appropriate bit is re-set (which occurs when the engines start to wear again. The mission briefing appears only once, even when it should appear again (engines repaired, and then wear again, resetting the availbit). However, when i go to main screen and reopen the pilot, the mission appears again. What the **** is going on?! Oh, and the mission, despite being an autoaborting mission, appears in the pilotlog sometimes. -Az
**
Couldn't you just have an outfit (this could be anything, but in your case, an engine block or something you could just give to the player, even if it does nothing) set a bit that sets a cron that has a certain duration it would take for the engines to wear down (say a year or two or whatever) that eventually sets a bit that has the desc only mission appear? And that mission could set another bit that triggers another cron that waits a few months more then launches another mission that says "you didn't fix your engines, moron. Now they're dead." And the mission removes the outfit, or better still, gives you an unsellable one ( a new engine block that royally slows down your engine?)
I think that would work.
_bomb
------------------ "that'll be 15 cents hippie!"
Originally posted by Azratax2: Oh, and the mission, despite being an autoaborting mission, appears in the pilotlog sometimes.
Are you creating a new pilotlog each time you check?
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Originally posted by Azratax2: This is absolutely unacceptable behavior. Reloading your pilot SHOULD NOT EVER change the behavior of the game!
Get off your high horse, you git. Matt worked damned hard on the engine, and (for a one-man job) it's damned good. If what you're reporting is a bug (and I'm not convinced, given your last stuff-up with cröns), then you should be extraordinarily polite to Mr. Burch in asking him to have a look at the issue in question.
Your attitude is annoying me. You act like this engine was written solely for you. Well, get this; it wasn't. It was written for me and my team, and it's done everything we asked of it.
Boo hoo. Cry me a river.
Come back when your attitude improves.
Dave @ ATMOS
(This message has been edited by pipeline (edited 10-28-2003).)
I am sorry if what I said came off the wrong way... I am certain there is a way to work around the issue I have run into; my ranting was brought on by the fact that it fails to work, but as soon as I reload the pilot to get a pilotlog to see what is going on, the problem dissapears. This leaves me in a difficult debugging position. Again, i appologise for the tone of my posts. I was in a rather bad mood at the time.
That said... What I am trying to do is pretty much what Bomb has suggested - only if the player was to buy a new ship and wait for it to break, it doesnt seem like they would consistantly be told when thier engines (or any other part that I decide to have break) needs repair (which obviously is a Bad Thing)....
The actual way it is being done currently is a series of crons to give the player progressively more evil engine damage outfits ("damaged engine", "severely damaged engine", "critically damaged engine")
I think I will tear down the notification subsystem I have, and rebuild it.... mabey a slightly different implementation will work around this odd behavior.
Sorry about the tone of my early posts.... they were all coming from me right after I spent an hour or two trying to debug my plug, to no avail... -Az
Originally posted by Azratax2: Sorry about the tone of my early posts.... they were all coming from me right after I spent an hour or two trying to debug my plug, to no avail...
I'll raise the issue with the development team.