Posted: Sun Aug 30, 2020 4:31 pm Post subject:
90 Lightning strike at Waypoint...... problems.
Hi does anyone know of any issues with this action, 90 Lightning strike at waypoint, either theatre related or otherwise?
Ive used it in the past to strike multiple waypoints on a map no problem.
However all of a sudden every single lightning strike is hitting the exact same spot on a desert map Im building. Any ideas why?
Now the map does have over 200 waypoints, but Ive directed each strike to hit a waypoint below 90. (As Im told there is an issue with it going over 100, even un the YR Editor)
Ive gone to a map where it does work a Temperate one. Each fires fine no problem. Hitting a different waypoint as instructed.
One quirk I have noticed though is that when viewing this temperate map, the waypoints all say '0'. Yet I clearly entered the waypoints when I built it in 2003 , however now they don't show.
Could one of the unoffical patches have done anything? To the editor? Could it be my timing between strikes?
Ive solved this myself, but I'll leave the answer for anyone with similar problems.
It appears that the Editor had stopped using the Waypoint for the lightning strike. Instead it was using the letter based system.
So waypoint '0' Was A, 1=B, 2=C, 15=P, 26=AA, 27=AB ect
All I had to do was open the map up in wordpad find the Actions
Well something changed. Because the YR map I wrote back in 2003, has the same triggers, and they work. Loking at them in the editor today the waypoints don't show up, the editor would of been the only way Id of put in those waypoints.
My only other theory is that as soon as I exceeded 100 Waypoints in this current YR map, then when the map was saved, it stopped recognising the Waypoints and started reading the Lettering instead.
Either way Ive fixed it and the lightning strikes hit multiple waypoints across the map. It did originally work though....which is odd. QUICK_EDIT
Is there a list somewhere? I was kinda using FA2 as the guide for my map script, but verifying as best I could against existing missions, except a lot of stuff isn't used... _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
ModEnc is more or less the best available source currently (some needs updates there as well). Like the current TS map action 90 at ModEnc needs correction as well as FinalSun's FSData.ini. QUICK_EDIT
It's confusing how some trigger actions use the second parameter for the waypoint (integer) while others use the last parameter (letter-based), even when no other parameters are used. Some even appear to use both. _________________
E1 Elite - Once again your help is much appreciated. I'll make a note of that fix, as I said something has changed though, as it use to display the waypoints and fire at them just fine. I cant see what would cause that change as all Ive done is installed the patches. Ive not used any Mods ect.
Oh out of interest, would the two old missions I wrote for the TX (Terrain Explansion version 1), still work? QUICK_EDIT
@Concolor1 : As I mentioned earlier, nothing regarding waypoints logic has changed in the FA2 patch. Fault is in FAData.ini and if you just save after touching this action through FA2, it could end up wrong, with or without the FA2 patch. FAData.ini file is not part of the patch and with reason. People edit FAData.in on their own like the debug section etc., Ares adds more and TX has its own changes (including some faulty ones if I remember correctly). If it is included with the FA2 patch, people might end up overwriting this file. If you have installed TX files into FA2 folder, with FA2 patch, it should just work as before.
@Crimsonum: One should test all the actions with waypoint numbers at parameter2 set to 0. It might be some leftover logic that has put those numbers in vanilla maps. Value in parameter7 alone should be enough for these actions. I already did a confirmation test it for action 90, rest of those needs to be tested and then ModEnc and FAData/FSData INI files would have to be updated. It would be surprising if vanilla maps have any action with waypoint value at parameter2 alone and not at parameter7. QUICK_EDIT
@Concolor1 : As I mentioned earlier, nothing regarding waypoints logic has changed in the FA2 patch. Fault is in FAData.ini and if you just save after touching this action through FA2, it could end up wrong, with or without the FA2 patch. FAData.ini file is not part of the patch and with reason. People edit FAData.in on their own like the debug section etc., Ares adds more and TX has its own changes (including some faulty ones if I remember correctly). If it is included with the FA2 patch, people might end up overwriting this file. If you have installed TX files into FA2 folder, with FA2 patch, it should just work as before.
Once again I bow to the knowledge of people with far better insight into this than myself. Many thanks. QUICK_EDIT
ModEnc is more or less the best available source currently (some needs updates there as well). Like the current TS map action 90 at ModEnc needs correction as well as FinalSun's FSData.ini.
Well I was asking if there was a list of correct actions or a list of exceptions, so one doesn't have to check all one by one.
Crimsonum wrote:
It's confusing how some trigger actions use the second parameter for the waypoint (integer) while others use the last parameter (letter-based), even when no other parameters are used. Some even appear to use both.
In cases where the numerical waypoint in the data field is used, the letter waypoint is ignored. The more obnoxious variant to me is when the letter waypoint field is used for other data instead. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
The ModEnc page for RA2 map actions has the right info, just refer it and change FAData.ini accordingly for any corrections.
Just tested for TS map actions at ModEnc which had waypoint at parameter2 and made corrections to that page. Apparently few of those still use parameter2 for waypoints. QUICK_EDIT
The most important FA2 bug in this regard I've found is the scripttypes change house command starts the numbers without the correct offset and has to be manually fixed. It's a bad one because crashes. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Can't clearly understand. Are you saying the number field is left empty, so the 2nd parameter is not set by default. Or house indices are not correct? QUICK_EDIT
No, on a mission with map defined countries/houses, you can't access the original rules.ini ones as change house targets, only the new ones. That means for vanilla RA2 with 0-12 already defined, the first new house would be 13, but FA2's dropdown will show the new names with values starting at 0. The correct first value would be 13.
Now you can access the original countries as a target as long as you define a new map house for that country, at which point the target is within the original 0-12. The resultant valid target list should then be something like 5,8,13,14,15,16.
Maps are unfortunately messy when it comes to what is a country vs a house, the country is the real target but the house lets you access the country, so although you define new countries with parent countries, for the purposes of change house targets it is the map houses appended to the rules.ini countries list, assuming the house has a new country.
I'd assume people commenting so far have the YR fix that adds the RA2 campaigns too. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
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