Posted: Sun Jun 27, 2010 7:44 am Post subject:
Campaign Problem - Mammoth attacking forever
Subject description: Nod Mission - Destroy Mammoth Prototype
This mission worked as it should up until I installed LKO's TS/FS fix http://www.tiberiumweb.com/forums/index.php?showtopic=2745
The problem is that when the little demonstration with the mammoth takes place, it is triggered to attack stuff.
Afaik this trigger is based on it attacking a cell which is supposed to have a unit/building on it and then subsequently destroying that target.
When that target is destroyed, it moves on to the next target. My problem is that the Port-A-Shack-Deluxe [CA0016] (which is one of the first targets) doesn't even appear on the map, its invisible.
It's simply not there. This means the mammoth doesnt destroy anything on that cell meaning it just keeps trying to hit that cell over and over, locking the game forever.
Now I looked through rules.ini and found that under [CA0016] it says:
[CA0016]
;Name=Port-A-Shack Deluxe
Name=D's Dog House ;firestorm change
TechLevel=-1
Strength=300
Insignificant=yes
Nominal=yes
RadarInvisible=yes
Points=5
Armor=light
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
IsBase=no
Meaning something was changed with the FS expansion compared to vanilla TS and since LKO's fix removed the firestrm.ini out of the equation,
what worked in normal vanilla rules.ini doesn't work in this rules.ini.
My question: How do I get the port-a-shack-deluxe back so that this mission will work again? _________________ QUICK_EDIT
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Mon Jun 28, 2010 9:08 pm Post subject:
I hate this mission. Evey time you change any thing on Mammoth 2 you have to recode the mission or little demonstration will not work
As Lord Unforgiven FS just should change the name. I would just text edit the mission and replace CA0016 *Port-A-Shack Deluxe* with CA0015 *Port-A-Shack* _________________
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Tue Jun 29, 2010 11:49 pm Post subject:
Elite_Pirate wrote:
Allen wrote:
I would just text edit the mission and replace CA0016 *Port-A-Shack Deluxe* with CA0015 *Port-A-Shack*
How would this be done and with what editor? Also, are there any other ways that you know of to make the mission work?
Extract the mission from the Nod CD *Nod10a.map* and open it with Wordpad. When opened, use Ctrl+F to open the "Find" window and put in CA0016. It sould take you to a line that will look like this
Now replace the CA0016 in the line with CA0015. Save and close. This will change the building from Port-A-Shack Deluxe to Port-A-Shack. _________________
I tried what you advised and there was no apparent change. I also did a backup of the MAPS mix-files and then inserted nod10a into MAPS02, replacing the old nod10a.
Then proceeded to restart the mission ingame. No change. There's only a small crater where the shack is supposed to be.
Any ideas on what might be wrong here? _________________ QUICK_EDIT
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Wed Jun 30, 2010 4:14 am Post subject:
I think you may have done some thing in you rules. I installed LKO's TS/FS fix and evey thing worked fine. To make sure it is in your rules.ini. Rename your rules.ini. to somthing that the game won't read, or move it out of the SUN folder.
Start the misson and than restart the misson again. IF the misson now works somthing in your rules has gone wrong. IF not I have no idea WTF is going on. Can I see your hole rules.ini if this did not work?
Maps do NOT have to be put in mix files to work. Just save them in the SUN folder. Maps should read out of ecache**.mix or expand**.mix files if not they will read SUN folder just like Rules.ini. So delete MAPS02 that you put the nod10a in and use your backup of the MAPS mix-files to replace the one you deleted. NEVER PUT ANY NEW FILES IN STOCK MIXs FILES. Use ecache**.mix, expand**.mix or just put the file in the SUN folder. _________________
reasons why campaign missions don't work are
a) you've set Paranoid=no in rules.ini
b) you've changed the MMKII weapons
if you raised for example the damage or range of the railgun, it would cause the destruction of more than the one intended target. when the MMKII tries to shoot the next target it is already destroyed and the script of the mission can't continue.
I haven't changed anything in the inis of my tutorial, except some updates which would've been done by the FS inis anyway and merging TS and FS. Thus all campaign maps have to work fine as all things are still using the original settings. _________________ SHP Artist of Twisted Insurrection: Nod buildings
reasons why campaign missions don't work are
a) you've set Paranoid=no in rules.ini
b) you've changed the MMKII weapons
if you raised for example the damage or range of the railgun, it would cause the destruction of more than the one intended target. when the MMKII tries to shoot the next target it is already destroyed and the script of the mission can't continue.
I haven't changed anything in the inis of my tutorial, except some updates which would've been done by the FS inis anyway and merging TS and FS. Thus all campaign maps have to work fine as all things are still using the original settings.
Thank you for this.
It works now. It was the range of the Mechrailgun. I had changed the range of it and therefore the MMK2 killed the shack before it could even reach the little demonstration area.
I apologize for thinking it was your mod that messed it up, must have been because I installed it at the same time as making all those adjustments to the weapons.
Allen wrote:
NEVER PUT ANY NEW FILES IN STOCK MIXs FILES. Use ecache**.mix, expand**.mix or just put the file in the SUN folder.
Don't worry, I always use custom .mix-files for my mods. And if I occasionally stray away from that I always backup the original .mix-file. Also, thanks for your efforts in trying to help. _________________ QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Wed Jun 30, 2010 6:38 pm Post subject:
I'd just make a force trigger for your Nod MCV after X amount of time of the mammoth doing its demonstration..
that way if the original trigger doesn't spring itself then the timed trigger will fire it
While I'm at it I'd enable a "lose" trigger for Nod after the reinforcements come. The way it is now, you could get all your stuff destroyed, and it won't give you a mission failed. _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Wed Jun 30, 2010 9:28 pm Post subject:
Elite_Pirate wrote:
It works now. It was the range of the Mechrailgun. I had changed the range of it and therefore the MMK2 killed the shack before it could even reach the little demonstration area.
I apologize for thinking it was your mod that messed it up, must have been because I installed it at the same time as making all those adjustments to the weapons.
I should of know... I was thing that it could be that. This why I wanted to look at your rules. _________________
Joined: 28 Apr 2009 Location: Auckland, New Zealand
Posted: Thu Jul 08, 2010 1:52 am Post subject:
What you should do is make a clone of the Mammoth MK II and edit that ones weapons. You should then make the one in the campaign unbuildable. Or do you want what I imagine to be your stronger Mammoth available to the AI in the campaign? _________________ Beta Tester for Mental Omega 3.0
Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Thu Jul 08, 2010 8:37 am Post subject:
I cant remember the mission number but what you could try is since the missions file is Nod10A.MAP create a Nod10A.INI and in to that copy and paste the stock MMK2 code in to it from the rules.ini,
this should fix it with out you needing to make MMK2 clones (of course clones of this units have an upside mainly being able to lower or raise the strength of the new unit as the old one (HMEC) is hardcoded to 1250 _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
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