Forgotten Enemies for 1.3.6.5 BETA

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Red Devil
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by Red Devil »

same deal there; i had to finagle the cuts cenes to get them to play at semi-normal speed and that mission is where i found the countdown timer doesn't work, so i had to come up with a workaround for it.
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by Doomer_Junge »

Red Devil wrote:try this.

unzip into addon.

you can only run it in the BZ2 Editor for now:

EDF08-Editor

https://dl.dropboxusercontent.com/u/98749582/EDF08.7z
I tried to launch this mission with the Editor, but the mission itself don't run (like "Into the Fire" in bzone.exe). Do I need an option to start the mission in editor?

By the way: I got resolution-problems when I run the editor with FE. Most buttons are outside of my screen. It could only work, when set my resolution to 640x480.
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by Red Devil »

finally got edf09 to work properly; it keeps adding a ":1" (team number) to the end of the built-by-the-recycler recycler vehicle (in the editor anyways) even though i renamed the recycler/recycler vehicle .odf's to ibrecyEscapePath/ivrecyEscapePath and the buildItem8 to ivrecyEscapepath.

the script builds the recycler building, so that's probably why, so i'm going to try just pre-placing it now; okay, after i go get a new freezer :-/
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by Red Spot »

Is it an actual recy (in the odf), or is it a mostly blank odf with a 'provide class' (or whats it called, dont have BZ2 installed on this rig and cant recall atm)?
In the past I've had a lot of issues, crashes, freezes when using recy's that where linked to other recy's where both existed in the same game (didnt even have to build them, just spawning them in the editor caused the mayority of ussues).
Most problems went away once I started using full odf's.
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by Red Devil »

it's a full recycler odf; renaming it to one that doesn't have a number on the end helped, but ordering the dll-built recycler to build a recycler still creates one with a number on the end.

i went through the rest of the fe missions tonight and they work well with the new scriptor except for Sheep's Clothing (still working on that one) and Cloak of Deception . i'm using an old test version script with lots of tweaks, so i'm going to try an original version since i'm using the new method. i have the cutscenes commented out, too.
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by Ded10c »

What happens if you use a different className?
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by General BlackDragon »

Yes, all built objects from a recy/fact have a :TEAM# on the end of the config. Make sure you're scripts account for this. Using GetHandle("unnamed_ivrecy:1") should work fine.
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by Red Devil »

i used the original Into The Fire script in the latest scriptor and everything ran fine except the crater opening not happening (cutscenes commented out). i moved that chest freezer down the hill and onto the lower deck by myself today, so i'll fix it tomorrow. then all that's left is the objectification of the sniped xypos and it'll be good to go for testing.
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by Red Devil »

i'll post the FE missions i have updated and working after i get back from shopping.
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by Red Devil »

thinking FE is a little dated...

"JOURNEY OF THE ARK II, 10.28.2006 to 11.13.2009"
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: Forgotten Enemies for 1.3.6.5 BETA

Post by Red Spot »

It cant be forgotten if it isnt in the past .... 8-)
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by Red Devil »

tales to tell our children... they won't believe us, though.

here's a zip of the updated FE SP missions.

FE SP Update

unzip into the root of your FE13 install.

it's using an updated scriptor.

i commented out the cut scenes - for now.

you have to use the editor to run them - for now.

i supplied a startup cfg file. you need to add "/config FE13EDITOR.cfg" to your shortcut (minus the double quotes)

Known issues:

"Into The Fire": the breach in the crater doesn't appear in

"Cloak of Deception": sniped Xypo's are objectified after you kill the second Xypo and then Colonel Stewart keeps spamming the channel...

i'll work more on those later; big freezer died and we lost a few hundred pounds of food and i just finished moving it outside and cleaning up. ugh.
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: Forgotten Enemies for 1.3.6.5 BETA

Post by Doomer_Junge »

Thank you so much.

Two small bugs I found in "Into the Fire": Creator/Constructor are not able to demolish portals and one Guntower the tunnel-entrance is "indestructable". The projectiles fly through the turret.

By the way: is it possible to play on editor with higher resolution? I can only play in 640*480. On higher resolution I get trouble.
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by Red Devil »

pretty sure you're not supposed to demolish the portals so that the script isn't broken.

the cerberi gun tower at the base of the tower inside the crater is indestructible, probably due to being placed/built near/inside the terrain there; i'll try to fix that.

you can play the missions from the shell (by not placing the map name in the shortcut) and set the resolution in graphics option in the shell.

you can also add /resolution <width> <height> in the shortcut:

M:\1.3.6.5-Public\BZ2Edit.exe /nointro /uniquelogfile /resolution 1680 1050 /config FE13EDITOR.cfg edf08.bzn
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: Forgotten Enemies for 1.3.6.5 BETA

Post by Doomer_Junge »

Hm, in 1.2 I could demolish the portals and in Public Beta 3, too. I don't know what is correct, but I had the possibility.

I did one time an experiment and played at first on PB3 Forgotten Enemies and all worked like in original mod. Then I updated BZ2 to the latest Version but not the mod itself. However, everything worked again until I had to breach the wall. Nothing happend after the explosion.

I copied the line for the resolution and I got the trouble again, which I meaned before:
Image
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