BZ2 SP Mission Fixes

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Red Devil
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Re: BZ2 SP Mission Fixes

Postby Red Devil » Fri Mar 11, 2016 11:00 pm

heh, was trying to figure out (between moving neighbor's furniture) why the tug/convoy didn't show up after an unlikely rescue (wrong mission)
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Re: BZ2 SP Mission Fixes

Postby Red Devil » Sat Mar 12, 2016 12:03 am

there, for scion02, added a fail for not following orders and killing their recycler, plus added more attackers in case you are detected by approaching their base too early or allowing their scout to get back to their base.
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln

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Re: BZ2 SP Mission Fixes

Postby Red Devil » Sat May 07, 2016 4:07 pm

anyone tried these since the fixes were added?
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln

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Foxtrek_64
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Re: BZ2 SP Mission Fixes

Postby Foxtrek_64 » Sat May 28, 2016 11:35 am

Red Devil wrote:anyone tried these since the fixes were added?

I'll take a look here soon.

Also, thought I'd mention this so it's on your radar. It's purely a cosmetic fix, but it's something I really liked about the original game.

This has to do with the very first mission, right after the "unstable terrain" scripted event.

Commander Shab tells Lt. Simms to "take the path to the East" and tells the player to follow them. Lt. Simms then informs Shab that "[he's] picking up something strange at his 11 o'clock heading North," and Shab tells him to "Stay on it."

This is where it deviates...

In 1.0, he follows the Guardian until it stops where the player and Shabayev meet up with it. It deploys and some comments are said, then the Guardian looks left and right before opening fire on Shabayev, I believe.

From what I can tell, the script tells Simms not to fire until Shabayev opens fire, and it tells Shabayev not to fire unless one of two conditions are met: she is fired upon by the guardian or the player fires upon the guardian.

In 1.3, Simms will follow the guardian, but open fire while he is still in range. Because the guardian has taken damage, Shabayev also opens fire on it when it comes into range. The resulting effect is that the Guardian is unable to deploy as it is destroyed (even without the player's help) before it gets to its marker.

As I said, this is purely cosmetic, so it's not something I expect to be very high on the list (unlike the game-breaking issue in "An Unlikely Rescue" way back in the first pages of this thread), but I thought I'd throw it out in case someone else has the will to try their hand at fixing it before I get a chance. Fortunatel, CPP is fairly similar to C#, and I have to convert between the two regularly, so I might be able to do something about it.
This above all: Be true to thine self, and it must follow, as the night the day, thou canst not be false to another man. -- Hamlet, Act I, Scene III

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Re: BZ2 SP Mission Fixes

Postby Red Devil » Sat May 28, 2016 6:16 pm

i think that the LookAt() parameters for the turrent encounter were reversed in 1.0 and corrected in 1.3.
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln

Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV

Lifetime member of JBS and NRA


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