I have a solar panel (team 0) and a trunk port (team 1) linked on my first map, but when the dgs capture the solar panel and the power is sent to the trunk port, Darwinia crashes.
I've created a second map and set the target maps up on the trunk ports on both maps so they both display the correct map names which I presume the maps are then linked as a link shows on the global map.
The objectives are currently not set so that shouldn't be affecting the outcome at the moment, and there are no scripts yet either.
So I don't really understand why this is happening, anyone know what's causing this?
Solar Panels and Trunk Port linked = crash?
Moderators: jelco, bert_the_turtle
I had a similar problem trying to get souls to go from the trunkport to the master spawn point, I'll look this up for you soon.
update
If you, as I think you are, trying to mimic genorator. then you make a pylon building, they look like upsidedown a "L" link your solar panells to that, Via a powerstation if you want a mission objective to have so much power. and then Hide the pylon so that the arm sicks out of the trunk port.
Thats how IV did it.
update
If you, as I think you are, trying to mimic genorator. then you make a pylon building, they look like upsidedown a "L" link your solar panells to that, Via a powerstation if you want a mission objective to have so much power. and then Hide the pylon so that the arm sicks out of the trunk port.
Thats how IV did it.
Thanks for replies. I've got working objectives based on the generator scenario now. Next question:
When the objective is complete, i.e. power generation at 65gqds, I want to activate a trunk port using a script. This will then allow the player to reach the next stage.
Any thoughts as I don't know how to activate a script on a mission objective completed?
When the objective is complete, i.e. power generation at 65gqds, I want to activate a trunk port using a script. This will then allow the player to reach the next stage.
Any thoughts as I don't know how to activate a script on a mission objective completed?
- Stormchild
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In game.txt:
Assuming that 'level' is the current level, building 0 is the objective and 'next_level' is the level you want to activate.
Code: Select all
Event NotInLocation BuildingOnline:level,0
Action SetMission next_level mission_next_level.txt
End
Assuming that 'level' is the current level, building 0 is the objective and 'next_level' is the level you want to activate.
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