BZ2 SP Mission Fixes

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MrTwosheds
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Re: BZ2 SP Mission Fixes

Postby MrTwosheds » Sat Nov 14, 2015 1:34 am

initially spawned builder must be used to build jammer, so i am making that generic

That might have something to do with it always going wrong for me, I usually have at least 3 scion builders.
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Re: BZ2 SP Mission Fixes

Postby DeusExCeteri » Sat Nov 14, 2015 4:50 am

Oh, hah! Same here, no wonder that mission glitched the first two times I played it but mysteriously worked the third attempt. :?

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Re: BZ2 SP Mission Fixes

Postby Red Devil » Wed Nov 18, 2015 9:03 pm

i haven't forgotten this; brother was here for 10 daze, plus pc's ups died, so getting back in the saddle now.
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Re: BZ2 SP Mission Fixes

Postby RotatorX » Thu Nov 19, 2015 4:51 pm

Red Devil wrote:10 daze
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Re: BZ2 SP Mission Fixes

Postby Progressor » Fri Nov 27, 2015 4:54 pm

Sorry RD, I do not understand: now jammer does not require an Overseer? After your fixes installed, I can build jammer as soon as I gather 50 scrap.

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Re: BZ2 SP Mission Fixes

Postby Red Devil » Fri Nov 27, 2015 6:21 pm

which mission/missions?
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Re: BZ2 SP Mission Fixes

Postby Red Devil » Fri Nov 27, 2015 6:40 pm

found out that the original Ambush/scion02 engineers builds a custom/modified builder for this mission, which builds a custom/modified jammer that does not have the requirements of an overseer.

scion management added the requirement of the overseer later on, probably to create more paperwork and, in turn, of course, just made it harder for the rank and file to do their jobs.
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Re: BZ2 SP Mission Fixes

Postby TheJamsh » Wed Dec 09, 2015 4:40 pm

I played through whole Scion campaign recently with these. Great job! Only got stuck in the second-to-last Scion mission. I completed all the objectives but the end never triggered even after playing Shabeyev's audio.
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Re: BZ2 SP Mission Fixes

Postby Red Devil » Wed Dec 09, 2015 5:10 pm

cool, thanks; will look at it when feeling better
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Re: BZ2 SP Mission Fixes

Postby Red Devil » Thu Dec 10, 2015 9:08 pm

i just tried The AAN and it completed okay. did you destroy the power crystal while capturing their base?

disregard; there is a test for if the crystal is destroyed, but no fail for it, so i'll add that and check the success condition.
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Re: BZ2 SP Mission Fixes

Postby Red Devil » Fri Dec 11, 2015 4:35 am

got it failing if you destroy the power crystal, plus fixed some other fail screens. i'll focus on making sure success situations run okay now.
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Re: BZ2 SP Mission Fixes

Postby Red Devil » Fri Dec 11, 2015 7:33 pm

Try this update for The AAN and let me know if it is okay, please. just unzip into root so that it has the directory structure of addon\Missions\<updates>

The AAN Update

+ made mission fail if crystal is destroyed
+ changed fail texts to red
+ extended objective succeed/fail timeouts to 10 seconds
+ changed succeed timeout to 10 seconds
+ added fail screen for crystal fail
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.
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Re: BZ2 SP Mission Fixes

Postby MrTwosheds » Fri Dec 11, 2015 8:36 pm

You broke it. No orders, no voice overs, no attackers.
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Re: BZ2 SP Mission Fixes

Postby Red Devil » Fri Dec 11, 2015 8:40 pm

no way! i just ran it fine. maybe running it via the editor using /noscript?

edit: i compiled it using vs 2015; do you have the 2013 redist in your redist folder?
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.
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Re: BZ2 SP Mission Fixes

Postby Red Devil » Fri Dec 11, 2015 8:47 pm

just tried it again in public a130g and it ran okay.
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.
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