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Problem with tutorial.ini or FinalSun
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Lion
Medic


Joined: 30 Dec 2005

PostPosted: Thu Jan 12, 2006 7:06 pm    Post subject:  Problem with tutorial.ini or FinalSun Reply with quote  Mark this post and the followings unread

I have a problem with text, that notificate objective(I'm making a singleplayer map in FinalSun), I do everithing that i touhght is requied, and add text to tutorial.ini file however, the text is NOT displaing in game( Mad ), can someone explain this to me? thx...

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Thu Jan 12, 2006 8:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

FinalSun is bugged, go to the wagnerma.de forums and look for the I Fixed bugs in Final sun thread made by yoshi, follow the instructions and resave the map.

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Wiziwig
Soldier


Joined: 09 Dec 2005
Location: New Zealand

PostPosted: Fri Jan 13, 2006 12:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Open your map in Wordpad (not notepad, everything isn't ordered) and press CTRL + F, and then search for 'actions'. Then, press CTRL + F again and search for ',4,'. If you find any of these in the actions area, change the 4 to a 0, and your text trigger should now work.

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Lion
Medic


Joined: 30 Dec 2005

PostPosted: Fri Jan 13, 2006 4:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

MyTrust: Yeah, more bugs than functions  Laughing what map editor are you using (if you are editing maps)

Wiziwig: Your tip doesn'T work... Sad

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Wiziwig
Soldier


Joined: 09 Dec 2005
Location: New Zealand

PostPosted: Fri Jan 13, 2006 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then obviously, you didn't do it right.

Change every ,4, to a ,0, mkay? Not the big ones like ,403,123,
Just the single ,4,

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Lion
Medic


Joined: 30 Dec 2005

PostPosted: Sat Jan 14, 2006 7:21 am    Post subject: Reply with quote  Mark this post and the followings unread

I do that as you say (i understood you, im a programmer) but maybe i don't do this correctly, can you explain how to do text triggers? Thanks to MyTrust two from three triggers worx, but one still not, i'm sure i make mystake...

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John Galt
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Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Jan 14, 2006 8:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Trigger binds Events and Actions together. Each trigger's Action is a separate entry in the [Actions] section, and its ID matches the trigger ID. If you open your map in a text editor, find the faulty trigger's ID, and find an entry in the [Actions] with the same ID, you'll find something like this:

02C83FF4=2,46,0,0,0,0,0,0,A,48,0,2,0,0,0,0,J
The first entry after the = sign says how many separate actions this trigger has, then each action is given seven parameters. In this case, we have two actions
46,0,0,0,0,0,0,A
48,0,2,0,0,0,0,J
The first entry says what action this is ( 4 = Create TeamType, 11 = Display Text String, 48 = Center Camera At Waypoint, etc.)
The second entry is some kind of a parameter, and that is what you're supposed to be changing. It varies from action to action, but for action "Display text string" it has to be zero. FS sets it to 4 instead, so you have to sift tthrough the actions and fix it back. Btw, simple search / replace is not good, cause you can hit an action which uses action 4, or parameter #2 = 4, for example...

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Lion
Medic


Joined: 30 Dec 2005

PostPosted: Sat Jan 14, 2006 9:29 am    Post subject: Reply with quote  Mark this post and the followings unread

This fixed MyTrust's tip, and two from three triggers works now, but the third (and most important) still not working, (I HATE FINAL SUN!!!!!!!) This problem probably cause event, so, i need when nod unit enter a celltag with this trigger, display the text...

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Jan 14, 2006 9:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Can you post the relevant [Triggers], [Events], [Actions], [Celltags], [Tags] codes?

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Lion
Medic


Joined: 30 Dec 2005

PostPosted: Sat Jan 14, 2006 10:21 am    Post subject: Reply with quote  Mark this post and the followings unread

[Triggers]
01000000=GDI,<none>,AI Auto Production GDI,0,1,1,1,0
01000002=Nod,<none>,AI Auto Production Nod,0,1,1,1,0
01000004=CABAL,<none>,AI Auto Production CABAL,0,1,1,1,0
01000006=FORGOTTEN,<none>,AI Auto Production FORGOTTEN,0,1,1,1,0
01000008=Nod,<none>,Win,0,1,1,1,0
01000010=Nod,<none>,Lose,0,1,1,1,0
01000012=Nod,<none>,Notify text,0,1,1,0,0
01000014=Nod,<none>,Objective text,0,1,1,1,0

[Events]
01000000=1,13,0,10
01000002=1,13,0,10
01000004=1,13,0,10
01000006=1,13,0,10
01000008=1,50,0,0
01000010=1,9,0,1
01000012=1,24,0,1
01000014=1,13,0,180

[Actions]
01000000=3,3,0,0,0,0,0,0,A,13,0,0,0,0,0,0,A,74,0,0,0,0,0,0,A
01000002=3,3,0,1,0,0,0,0,A,13,0,1,0,0,0,0,A,74,0,1,0,0,0,0,A
01000004=3,3,0,2,0,0,0,0,A,13,0,2,0,0,0,0,A,74,0,2,0,0,0,0,A
01000006=3,3,0,3,0,0,0,0,A,13,0,3,0,0,0,0,A,74,0,3,0,0,0,0,A
01000008=3,1,0,1,0,0,0,0,A,2,0,0,0,0,0,0,A,11,0,36,0,0,0,0,A
01000010=2,1,0,0,0,0,0,0,A,2,0,1,0,0,0,0,A
01000012=1,11,0,35,0,0,0,0,A
01000014=1,11,0,34,0,0,0,0,A

[CellTags]
39032=01000009
49057=01000011
57081=01000013
58081=01000013
59074=01000013
59075=01000013
59076=01000013
59077=01000013
59078=01000013
59079=01000013
59080=01000013
59081=01000013
66079=01000001
66080=01000015
66081=01000007

[Tags]
01000001=0,AI Auto Production GDI 1,01000000
01000003=0,AI Auto Production Nod 1,01000002
01000005=0,AI Auto Production CABAL 1,01000004
01000007=0,AI Auto Production FORGOTTEN 1,01000006
01000009=0,Win 1,01000008
01000011=0,Lose 1,01000010
01000013=0,Notify text 1,01000012
01000015=2,Objective text 1,01000014


All that you need, i hope you can do anything with this... Smile

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Jan 14, 2006 11:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Um, you didn't say which trigger is causing the problem Wink

You don't need to specify both "Winner Is" and "Loser Is", you can simply state what happens to the player house.

The only problem I can see is the Notify Text Event. Whenever Westwood needed such an event (Zone Entered), they used Event 1 (Attached Object/Celltag Entered) instead for some reason.

DeeZire's Map Editing guide wrote:
Event 1 = Attached Object/CellTag Entered
Used to fire a trigger when the object to which this Event= has a Tag= attached is entered by the House number specified in parameter 2. If you attach the Tag= for this Event= to a structure in the [Structures] section of the map file, the Trigger is fired if the building is entered by any unit which has Infiltrate=yes set. The same applies for the use of a CellTag which should point to this Event=. The second parameter specifies the number of the House= which will trigger this Event=. Triggers when an infantry or vehicle enters the attached object. Typically this trigger is attached to a building or a cell.

Event 24 = Zone Entered
Fired when the zone of the attached celltag is entered by the house defined in parameter 2. There are 2 types of zone, 'passable' (that is, a ground-based unit can traverse it) and 'impassable' (a ground-based unit cannot traverse it). If the celltag associated with this trigger is on a tile which is classed as passable terrain (i.e. just plain ground) then the zone is any area of the map that a ground-based unit can reach. So if the map was just plain flat terrain then the entire map would be the zone. If the map was divided in half by a river with no way to get from one side to the other, then the zone would be the half of the map that the celltag is in. Bridges are included as passable land, so if the same map divided in half by a river had a bridge crossing it, the 'zone' would be the entire map except for the river itself - only the bits accessible by ground-based units would fire the trigger. If on the other hand the celltag is placed on a tile which is classed as impassable terrain, then the zone will be all of the impassable areas of the map (i.e. all cliffs etc, areas that cannot be traversed by ground-based units). In practice - if the celltag is placed on passable terrain and the action is to 'reveal around waypoint', then all areas of the map which the ground-based unit can access would be revealed - not just the waypoint itself. If the same celltag is placed on impassable terrain, then all areas of the map that cannot be accessed would be revealed (e.g. all cliff faces, all water etc). It only appears to work for ground-based units, not for hover units or aircraft. This trigger must be located in a cell and only a cell.


(P.S. You weren't testing this trigger on Hard, were you? Smile )

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Lion
Medic


Joined: 30 Dec 2005

PostPosted: Sat Jan 14, 2006 12:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

I testing theese maps on normal, i'm not idiot, i disabled this tag on hard, because this is a hint, and skilled player may this hint know... Smile

Let's see.... Oh, it still doesn't work, i'm not too good in english, maybe it is my destiny, i cannot do mod for tiberian sun contains campigns so, i doesn't need to know all, but i need this trigger make his work, so:
1: When an nod (1) unit enter a celltag, i need to display a message (35) I'm lost all patience WITH THAT DAMN BUGGED FINALSUN!!!!!!!!!

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Sun Jan 15, 2006 12:16 am    Post subject: Reply with quote  Mark this post and the followings unread

You might not have accidentally set this trigger's owner to an AI player, do you? Because then it will "show" the tip to the AI player: The result then would be the not showing text...

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Wiziwig
Soldier


Joined: 09 Dec 2005
Location: New Zealand

PostPosted: Sun Jan 15, 2006 2:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Look, Lion, if you are fed up with text triggers not working, use the older version of Final Sun, allthough it is slower, the text triggers work in it.

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Lion
Medic


Joined: 30 Dec 2005

PostPosted: Sun Jan 15, 2006 7:52 am    Post subject: Reply with quote  Mark this post and the followings unread

MyTrust: No, i'm watched this trigger perfectly, this problem must be in FinalSun.... Sad

Wiziwig: OK, i try that, I don't have choice.

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Lion
Medic


Joined: 30 Dec 2005

PostPosted: Sun Jan 15, 2006 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wiziwig: i cannot find him, where can i download?

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Lion
Medic


Joined: 30 Dec 2005

PostPosted: Sun Jan 15, 2006 4:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thx for asist, but i do that otherwise, it now work as i need (only one thing, but i fix that in a while...) thanks guys... Smile

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Sat Jan 21, 2006 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

where I can get download normal final sun.

_________________
Welcome to the unit, I´ll see you around.
Tiberian Sun 2.05:
https://www.moddb.com/mods/tiberian-sun-205

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Sun Feb 05, 2006 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I need answers please.

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Tiberian Sun 2.05:
https://www.moddb.com/mods/tiberian-sun-205

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sun Feb 05, 2006 6:46 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Vincent93
Commander


Joined: 07 May 2005
Location: Behind you!!!

PostPosted: Sun Feb 05, 2006 10:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

DCoder wrote:
\


Dcoder your my hero

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Anderwin
General


Joined: 16 May 2005

PostPosted: Mon Feb 06, 2006 1:38 pm    Post subject: Reply with quote  Mark this post and the followings unread


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