Posted: Thu Aug 02, 2012 9:15 pm Post subject:
Corrupt actions
Remember 'Power Play' (Allied 03) from Yuri's Revenge? Refresh memory?
That mission is full of 135 'Preferred Target Cell Set' actions, which all work.
I edited the LightningStormSpecial so it would target like the Nuke (thus obeying map waypoints, thanks to Ares).
The problem is, I have about 8 of those triggers, but only 3 work.
WW has this after the Action:
136,0,26,0,0,0,0,AA <- those 2 A's (taken from all03umd.map)
When I add such an Action, it gives me this at the end:
135,0,202,0,0,0,0,A (taken from a not working Action)
The ones that do work have got ZX or E at the end:
135,0,699,0,0,0,0,ZX (taken from a working Action)
135,0,4,0,0,0,0,E (same here)
My question, why are the ones ending with A not working? Is it a failure of FA2YR, all Actions are the same.
Owner and SW are all set correctly. _________________ QUICK_EDIT
The letter combinations in action parameter lists siginify specific waypoint ID's. Usually used in actions where there are two parameters (such as action 41), otherwise just set to 'A'. Starts from A (which is WP ID 0), goes to Z, then AA-AZ, BA-BZ etc. all way up to ZZ.
If you pay attention, you notice that the working actions have WP ID 699 & ZX and ID 4 & E respectively. Z is 26th letter of ISO basic Latin alphabet. X is 24th. 26x26+24-1=699. E is 4th letter, so yeah. Fix those letter combinations to match the WP ID's and I think it should work.
From a quick test I would say that FA2 is indeed broken in this aspect. Or should I say WW messed it up in first place by requiring the WP ID parameter in both numerical and their idiotic alphabet combination system.
EDIT: Okay, turns out it only needs the second parameter i.e the alphabet combination one. The numerical WP ID parameter does not even get used by the game, apparently. Therefore it's possible to fix FA2 to use correct parameter format by altering FAData.ini by changing following entry under [ActionsRA2].
Whilst this does not appear to change anything in FA2 trigger/event/action UI, with the action 135 still having one 'Waypoint' parameter field, it now uses the correct parameter format. _________________ QUICK_EDIT
If you pay attention, you notice that the working actions have WP ID 699 & ZX and ID 4 & E respectively. Z is 26th letter of ISO basic Latin alphabet. X is 24th. 26x26+24-1=699. E is 4th letter, so yeah. Fix those letter combinations to match the WP ID's and I think it should work.
Are you sure about a waypoint limit of 699, my MLEP pack uses:
MLEP seen bold under actions is using Waypoint X69, also known as 1357073 by FA2 or MLEP in actions Script.
This special waypoint works, although FA2 won't let you make it by default, but you can still do it without any issues via manual text edit.
The reason MLEP usses a special waypoint is to avoid overwriting ww's existing waypoints or Waypoints on custom maps being made to be MLEP Enabled maps. It's the same system with actions, triggers, and tags to prevent overwriting existing scripts. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
You didn't catch my point, really. My point was, that WP ID 699 corresponds to the letter combination ZX, which most certainly is true. However, I did erroneously state that the WP ID's go only all way up to 701 (or ZZ). It is the largest ID FA2 will allow you to input in the parameter field without manual editing, however. I guess there still is an actual limit, but it's much higher than I thought. _________________ QUICK_EDIT
So it doesn't even need an actual waypoint input?
Output is correct now, though.
It (trigger action #135) does need a waypoint as a parameter. The problem is that FA2 uses wrong format for the parameters, as it uses a numerical waypoint ID parameter instead of what game expects, i.e alphabetical waypoint ID value. Doing what I suggested in my first post with FAData.ini fixes this issue, as far as I know.
Funny that this hasn't been brought up before though. Then again this particular trigger action is only of use in singleplayer maps, and not many people work with those so I suppose that explains it. _________________ QUICK_EDIT
132=Superweapon Set Recharge Time: Changes the time (in frames) this superweapon takes to charge the next time it is reset, set, or fired.
You'd have to multiply the amount of seconds by 15 to achieve the required recharge time, which is kinda stupid, yes?
Not necessarily that simple. It's easy to assume that 15 frames = 1 second, but in reality that's dependent on how fast the game is running at the moment, i.e it's current FPS (frames per second, duh). Different game speeds set upper cap for FPS, which is 15 for game speed 2 and unlimited for game speed 6 for an example.
Because superweapon timers do go slower/faster depending on the FPS the game is running at, the game probably in a way converts superweapon timer values into frames using some sort of formula, meaning that at certain FPS the timers run in real time. It might be 15 FPS, it might be something else. Requires more testing I guess.
EDIT: Yeah it is almost certainly 15 FPS. Tested it with stopwatch, 5min SW recharge and gamespeed 2 on relatively empty map so constant 15 FPS. The actual time it takes in reality for the superweapon to charge is dependent on the FPS game is running at, but a superweapon with RechargeTime=5 will take 5 real world minutes to charge if game is running at constant 15 FPS.
That said I don't think you can change the action parameter to take minutes instead, unfortunately. _________________ QUICK_EDIT
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