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Re: BZ2 SP Mission Fixes

Posted: Fri Dec 11, 2015 9:09 pm
by MrTwosheds
I ran it in 1.3.6.5 and its a dodo.
Just unzipped to root and loaded from archive.

Re: BZ2 SP Mission Fixes

Posted: Fri Dec 11, 2015 9:55 pm
by MrTwosheds
Yeah, I know 1.3.6.5...I would go into the long and tedious explanation as to why I am stuck on the highly capable but "at risk" xp machine, while the nice and shiny yet mysteriously incapable i5 HP pavillion win 8/8.1/10 +Linux mint gets battered into early retirement by cavemen, but it's really not that interesting. :)
I can uninstall it and try again, but I don't suppose It will make any difference.

Re: BZ2 SP Mission Fixes

Posted: Fri Dec 11, 2015 10:07 pm
by Red Devil
try downloading from that zip again. i just recompiled using vs 2013 and using the current source (doh!) and it worked in 1.3.6.5

the 2013 vcredist_x86.exe isn't in Redist in 1.3.6.5 , but i do have vs 2013 installed, so maybe that affects things.

Re: BZ2 SP Mission Fixes

Posted: Sat Dec 12, 2015 12:58 am
by MrTwosheds
Works now. I'll test some more later.

Re: BZ2 SP Mission Fixes

Posted: Sat Dec 12, 2015 1:00 am
by Red Devil
Yay!

Re: BZ2 SP Mission Fixes

Posted: Sat Dec 12, 2015 11:17 pm
by MrTwosheds
Mission completed. Mission failed too. All seems fine.

Re: BZ2 SP Mission Fixes

Posted: Sat Dec 12, 2015 11:59 pm
by Red Devil
i have a factory that faces the correct way in bugzilla if someone would like to vet it.

Re: BZ2 SP Mission Fixes

Posted: Tue Dec 15, 2015 12:50 am
by MrTwosheds
Oh...:)
I think I found the mission not finishing bug on the AAN. If you play as a bunker commander and do not personally approach Braddocks base, you do not get told to "go for the power generators" then when you destroy the base and the hauler the mission does not complete, even if you go there afterwards and trigger the power gen msg. Looks like a linear objective failure.

Re: BZ2 SP Mission Fixes

Posted: Tue Dec 15, 2015 12:54 am
by Red Devil
picky picky picky :lol:

Re: BZ2 SP Mission Fixes

Posted: Tue Dec 15, 2015 5:32 pm
by MrTwosheds
Specifically if you destroy the hauler without triggering the "go for the power generators" vo first, the mission does not succeed, you can still destroy the power crystal to fail the mission.

Re: BZ2 SP Mission Fixes

Posted: Tue Dec 15, 2015 7:04 pm
by Red Devil
yup, you're supposed to go there yourself - your presence is required. ;)

Re: BZ2 SP Mission Fixes

Posted: Tue Dec 15, 2015 7:27 pm
by MrTwosheds
Hmm. I have opinions on the ways things should work. I can recall tugging that crystal all round the map trying to get the mission to end once, because Shabs tells you to get a tug out to it, but actually the mission ends after you kill the hauler and Burns spouts some propaganda. Would it be possible to add a second success trigger of getting the power crystal back to your base?

Re: BZ2 SP Mission Fixes

Posted: Tue Dec 15, 2015 7:39 pm
by Red Devil
sure; that would probably make more sense, too.

Re: BZ2 SP Mission Fixes

Posted: Wed Dec 23, 2015 5:56 am
by Red Devil
Reworked Ambush, so give it a whirl:

Ambush Update <== Link updated 12/24/2015

* Switched out old code for newer callbacks so that any builder will trigger the next step when it arrives at the Ambush nav and it will detect Archers better.

* known issue: if you are closer to the Ambush nav than the builder, it won't trigger, so make sure it is the closet when it arrives; will try to get a better solution.

Re: BZ2 SP Mission Fixes

Posted: Wed Dec 23, 2015 4:25 pm
by General BlackDragon
Red Devil wrote:* known issue: if you are closer to the Ambush nav than the builder, it won't trigger, so make sure it is the closet when it arrives; will try to get a better solution.
Sounds like GetNearestVehicle to me. Hmm. I tend to actually try to stay away from the generic GetNearest* unless it happens to perfectly fit my needs. Since there's no "GetNearestConstructor", It'll trigger for any ship that's "in the way", as it returns the absolute closest, not "how many are in range".

Ooooo, if you want a quick and simple solution, CountUnitsNearObject() should do the trick, tho u'd have to put down some dummy thing on the path, like a sound cube. It can filter team and odf name though. But it's a bit of a waste to add a whole object to the map just for that. Also CountUnitsNearObject might be a bit more expensive.

When I wanted to fix a "bug" in BZC/BZ1's NSDF03 mission, where only the first tug built could trigger as picking up the relic, I made a dynamic container for all tugs and then looped through it to find any possible tug on team 1 that could have performed the action.

I'd recommend doing the same thing, make a list of all constructors and loop through looking for one to be close enough.