Posted: Thu Jan 12, 2006 7:06 pm Post subject:
Problem with tutorial.ini or FinalSun
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( ), can someone explain this to me? thx... QUICK_EDIT
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. _________________ Please, read the signature rules of the forum. QUICK_EDIT
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. _________________ Ex Cliffie-detector and continued general annoyance. QUICK_EDIT
Change every ,4, to a ,0, mkay? Not the big ones like ,403,123,
Just the single ,4, _________________ Ex Cliffie-detector and continued general annoyance. QUICK_EDIT
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... QUICK_EDIT
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... QUICK_EDIT
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... QUICK_EDIT
[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
[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... QUICK_EDIT
Um, you didn't say which trigger is causing the problem
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? ) QUICK_EDIT
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...
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!!!!!!!!! QUICK_EDIT
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... _________________ Please, read the signature rules of the forum. QUICK_EDIT
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. _________________ Ex Cliffie-detector and continued general annoyance. QUICK_EDIT
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 QUICK_EDIT
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