Solar Panels and Trunk Port linked = crash?

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spaceh
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Solar Panels and Trunk Port linked = crash?

Postby spaceh » Sun Mar 20, 2005 4:36 pm

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?
Icepick
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Postby Icepick » Sun Mar 20, 2005 4:42 pm

Maybe solar panels and trunk ports just cant be linked. The solar panels purpose is very specific - its only meant to send power to a generator. It was never intentended to be linked to a trunk port, so it may well be that you CANT link them.
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Postby spaceh » Sun Mar 20, 2005 5:06 pm

Ok, thanks again :)
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Postby Darksun » Sun Mar 20, 2005 5:25 pm

However, I think you can script it to bring the trunkport online when the solar panel is working, not sure though.
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Postby Tortanick » Sun Mar 20, 2005 5:59 pm

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.
spaceh
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Postby spaceh » Sun Mar 20, 2005 9:59 pm

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?
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Postby qFox » Sun Mar 20, 2005 10:28 pm

Doesn't the building get "online" when it reaches the required power?

I haven't messed (much) with the mission-objective-special buildings from the original yet. They all seem to use the buildingonline event though.
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Postby spaceh » Mon Mar 21, 2005 12:33 am

Ahh but how do you then get it to make the second map available?
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Stormchild
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Postby Stormchild » Mon Mar 21, 2005 4:20 pm

In game.txt:

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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