a little help....
Moderators: jelco, bert_the_turtle
a little help....
i've been trying to do an intro level type thing one that explains where the virus came from eg. use of god dish. for use in a mod i'm developing, but i can't do a few things
1. make god dish work (and yes i know about GodDishActivate/GodDishDeactivate spawn research/spam)
2. make other locations avable.
3.make mine & yard work.
if anyone can help me i would apprectate it.
1. make god dish work (and yes i know about GodDishActivate/GodDishDeactivate spawn research/spam)
2. make other locations avable.
3.make mine & yard work.
if anyone can help me i would apprectate it.
Re: a little help....
hibbs wrote:1. make god dish work (and yes i know about GodDishActivate/GodDishDeactivate spawn research/spam)
Is the GodDish global?
hibbs wrote:2. make other locations avable.
The MakeAvailable script command does not work (unless it was fixed in 1.5x). Thus, a work around is needed. As a location is made available when a TrunkPort that connects to it is brought online. Thus, you need to put a TrunkPort in some level that connects to the level that you want to access, then bring that TrunkPort online with an engineer at some point. Alternatively, you an make the level available by default in game.txt by setting the appropriate setting to 1.
hibbs wrote:3.make mine & yard work.
You really need to be more specific than that.
xander
A working Yard requires (1) power, (2) primitives, and (3) DGs. Power can come directly from solar panels (the more you have, the faster it will work), or can come from a PylonStart (though there are tricks to getting that to work properly -- I would suggest searching the forums for those). Primitives can come directly from Mines, by way of a Refinery, or can come from a TrackStart. DGs come from the places that DGs come from. A very basic Yard system might look like this:
xander
Code: Select all
A -> B means that A is linked to B
A <= B means that B is toggled by A (that is, when A is active, B is active)
For instance, a TrackStart could be toggled by a TrunkPort. When the TrunkPort is active, and connected to another level (i.e. that Stargate effect is going on), a TrackStart that is toggled by it will start producing primitives.
TrunkPort <= TrackStart -> TrackLink
^ |
| v
TrackLink TrackLink SolarPanel
^ | |
| v v
TrackLink TrackEnd => Yard => PylonEnd <- Pylon <- SolarPanel
^ | ^
| v |
TrackLink <- TrackLink SolarPanel
xander
- The GoldFish
- level5
- Posts: 3961
- Joined: Fri Mar 01, 2002 9:01 pm
- Location: Bowl / South UK
- Contact:
What is your map called? There's a stealth issue with naming your maps the same as those from the original game which can result in unique ID issues. One simpel way to bypass the issue is change the ID of the building it thinks is conflicting but that's only a short term fix (ie until you create another new building, hehe) - the better fix is change the name of the level (if this is even the cause) and use levelname lines in strings_default to present it as desired. Or I guess bundle an empty file with the mission name from the original game with your mod, but this might not work at all. All of this is assuming it's caused by level name issues.
Anyway regarding the god dish, I dunno what your issue is, really. It could be being caused by how your script works, and the goddishactivate being called in a script which starts either from the world map or in another location, and that line being performed before the level has loaded, or it could just be some form of magical insanity. I should point out I suppose that eg Stricken's god dish (which last time I checked worked fine) is non global. However only the first god dish in a given location will be activated, though I doubt this is the issue (you'd probably notice)
I think the probable cause is a minor script malfunction, or a wait mistake. It'd be helpful to see your goddish activation script!
Also yes, you can increase the size of the level, in either of the terrain edit modes there should be a couple of vbalues (default 2000) which you can change to increase the area of your map, though bare in mind you should always make your level have equal dimentions otherwise the water goes funny (even if you don't fill the space)
edit and/or have a gander at God Dish Tester!
Anyway regarding the god dish, I dunno what your issue is, really. It could be being caused by how your script works, and the goddishactivate being called in a script which starts either from the world map or in another location, and that line being performed before the level has loaded, or it could just be some form of magical insanity. I should point out I suppose that eg Stricken's god dish (which last time I checked worked fine) is non global. However only the first god dish in a given location will be activated, though I doubt this is the issue (you'd probably notice)
I think the probable cause is a minor script malfunction, or a wait mistake. It'd be helpful to see your goddish activation script!
Also yes, you can increase the size of the level, in either of the terrain edit modes there should be a couple of vbalues (default 2000) which you can change to increase the area of your map, though bare in mind you should always make your level have equal dimentions otherwise the water goes funny (even if you don't fill the space)
edit and/or have a gander at God Dish Tester!
Last edited by The GoldFish on Wed Sep 26, 2007 2:18 am, edited 1 time in total.
ok game.txt has an event when the safearea comes online the following script is called:
Goddish.txt
+===============+
ResetResearch
GodDishActivate
GodDishSpawnResearch
GodDishSpawnResearch
GodDishSpawnResearch
GodDishDeactivate
+===============+
it was just a test to see if it would work so there's no
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
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SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
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SPOILERS!
sorry about that. i hated to find out what the last enemy was before i got to the last level (which i still haven't)
......No spam cubes.
and i'm still looking for that error...... wait.....
DU DUH DUH
::oops forgot an h......
Goddish.txt
+===============+
ResetResearch
GodDishActivate
GodDishSpawnResearch
GodDishSpawnResearch
GodDishSpawnResearch
GodDishDeactivate
+===============+
it was just a test to see if it would work so there's no
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
SPOILERS!
sorry about that. i hated to find out what the last enemy was before i got to the last level (which i still haven't)
......No spam cubes.
and i'm still looking for that error...... wait.....
There's a stealth issue with naming your maps the same as those from the original game which can result in unique ID issues
DU DUH DUH
::oops forgot an h......
- The GoldFish
- level5
- Posts: 3961
- Joined: Fri Mar 01, 2002 9:01 pm
- Location: Bowl / South UK
- Contact:
yeah uh, your problem is you have no waits in there at all, so the god dish turns on and off basically instantly. I would expect that the research does get spawned though... I haven't experimented.
Either way, put in some wait # lines to make the game wait a few seconds between each line, as you'll see in the goddishtester I just made for you.
edit - Oh and uh, why do you have reset research in there, out of curiosity?
Either way, put in some wait # lines to make the game wait a few seconds between each line, as you'll see in the goddishtester I just made for you.
edit - Oh and uh, why do you have reset research in there, out of curiosity?
- The GoldFish
- level5
- Posts: 3961
- Joined: Fri Mar 01, 2002 9:01 pm
- Location: Bowl / South UK
- Contact:
Here's the first little stint from goddishtester's script (you should probably have just taken this mod apart already!):
Wait # functions like waitsay, waitcam etc, except it waits for a specified number of seconds before progressing. It seems to take about 14 or 15 seconds for a spawned cube to get all the way down to the ground. Oh, and I'm pretty sure wait accepts floats (like 0.359 for example), too, but I'm not entirely sure.
Also yes, I'm aware it effects the DGs, I was just wondering what the point is when all you're doing is summoning fake research cubes! It doesn't really matter though, I'm sure if you know what it does (apparently you do) you have a reason for using it!.
Code: Select all
CamMove view1 1000
WaitFade
CamMove view1 30
Wait 2
GodDishActivate
GodDishSpawnResearch
Wait 3
GodDishSpawnResearch
Wait 18
GodDishDeactivate
WaitCam
Wait # functions like waitsay, waitcam etc, except it waits for a specified number of seconds before progressing. It seems to take about 14 or 15 seconds for a spawned cube to get all the way down to the ground. Oh, and I'm pretty sure wait accepts floats (like 0.359 for example), too, but I'm not entirely sure.
Also yes, I'm aware it effects the DGs, I was just wondering what the point is when all you're doing is summoning fake research cubes! It doesn't really matter though, I'm sure if you know what it does (apparently you do) you have a reason for using it!.
well once i get this working i'll have the spam cubes. i just haven't goten it to work yet. and this was a test script. just to see if i could make it work. if it works i'll incorprate it into a mod i'm working on, mabe as an intro level that explains where the virus came from. i'm thinking use it as an opener to the mod, then go through the mod's other levels then use it as the last level in the mod.
although i still cant get that yard working. do you have to link the yard object to the end track link for the primitaves or do you have to do the oppisite?
although i still cant get that yard working. do you have to link the yard object to the end track link for the primitaves or do you have to do the oppisite?
hibbs wrote:although i still cant get that yard working. do you have to link the yard object to the end track link for the primitaves or do you have to do the oppisite?
As I recall, neither. You need to link the TrackEnd to the next TrackLink in the circuit, and have the TrackEnd be toggled by the Yard.
xander
i got the god dish to work just the way i like it. if you want i can still post he code.
here's the "yard level"
BTW: i'm at school right now. so i'm problay not going to answer any more questions until 4 pm EST (-5:00 GMT)
edit
i realize there are no virus, or dg's on the level, this will crash the game, but not the editor.
here's the "yard level"
Code: Select all
Landscape_StartDefinition
worldSizeX 2000
worldSizeZ 2000
cellSize 12.00
outsideHeight -10.00
landColourFile landscape_default.bmp
wavesColourFile waves_default.bmp
waterColourFile water_default.bmp
Landscape_EndDefinition
LandscapeTiles_StartDefinition
# frac height desired gen lowland
# x y z size dim scale height method seed smooth guideGrid
# =============================================================================
430 0.00 364 1514 1.20 1.00 200 1 38982351 1.00 0
972 0.00 60 654 1.20 1.00 200 1 0 1.00 0
LandscapeTiles_EndDefinition
LandFlattenAreas_StartDefinition
# x y z size
# ==========================
1242.1 60.9 146.6 40.0
1212.9 71.1 159.6 40.0
1186.7 84.3 194.2 40.0
1172.1 94.9 219.3 40.0
LandFlattenAreas_EndDefinition
Lights_StartDefinition
# x y z r g b
# =========================================
Lights_EndDefinition
Buildings_StartDefinition
# Type id x z tm rx rz isGlobal
# ==========================================================================
TrackLink 3 787.32 1136.99 1 -0.96 0.29 0 4
TrackLink 4 862.59 1280.78 1 -0.32 0.95 0 5
TrackLink 5 1023.29 1210.68 1 0.68 0.73 0 6
TrackLink 6 1069.81 1026.72 1 1.00 0.00 0 7
Refinery 2 1158.12 299.74 1 0.83 0.56 0 8
TrackLink 7 1202.12 471.27 1 1.00 0.00 0 2
TrackLink 8 1275.97 82.83 1 0.50 0.87 0 9
TrackLink 9 1458.42 109.28 1 -0.08 1.00 0 10
TrackLink 10 1603.73 294.08 1 -0.92 0.40 0 11
TrackLink 11 1690.13 433.83 1 -0.90 -0.44 0 12
TrackLink 12 1591.14 519.78 1 -0.57 -0.82 0 13
TrackLink 13 1249.23 960.64 1 -0.97 -0.26 0 14
TrackLink 14 1251.09 1177.93 1 -0.82 0.57 0 16
Mine 0 730.08 1000.01 1 -0.49 -0.87 0 3
TrackEnd 16 1500.81 1219.00 1 -0.70 0.71 0 18 -1
Yard 17 1527.88 1478.88 1 1.00 0.00 0
TrackLink 18 1757.55 1184.90 1 0.44 0.90 0 19
TrackLink 19 1816.77 1017.54 1 1.00 0.00 0 20
TrackLink 20 1821.06 457.58 1 1.00 0.00 0 21
TrackLink 21 1779.36 161.61 1 0.70 -0.72 0 22
TrackLink 22 1592.49 46.31 1 0.22 -0.98 0 23
TrackLink 23 1080.36 41.39 1 -0.16 -0.99 0 25
TrackLink 24 780.72 293.32 1 -0.94 -0.33 0 26
TrackLink 25 826.34 121.83 1 -0.88 -0.47 0 24
TrackLink 26 698.83 518.79 1 -0.88 -0.47 0 27
TrackStart 27 629.14 888.99 1 -0.99 0.11 0 0 -1
SolarPanel 1 1003.83 1660.68 1 0.00 0.98 0 32
SolarPanel 15 1014.70 1557.39 1 0.00 0.99 0 32
SolarPanel 28 1039.07 1453.90 1 0.00 0.95 0 32
SolarPanel 29 1160.80 1594.94 1 0.00 0.97 0 35
SolarPanel 30 1188.44 1499.96 1 0.00 0.99 0 35
SolarPanel 31 1248.38 1712.84 1 0.00 0.98 0 35
PylonStart 32 771.98 1505.95 1 0.27 0.96 0 33 -1
Pylon 33 797.63 1812.58 1 1.00 0.00 0 34
Pylon 34 883.29 1889.54 1 0.14 -0.99 0 37
PylonStart 35 1345.47 1582.01 1 -0.80 0.60 0 38 -1
PylonEnd 36 1447.26 1619.63 1 -0.46 0.89 0 17
Pylon 37 1139.17 1824.95 1 0.17 0.99 0 38
Pylon 38 1347.80 1720.45 1 -0.50 -0.86 0 36
Buildings_EndDefinition
BTW: i'm at school right now. so i'm problay not going to answer any more questions until 4 pm EST (-5:00 GMT)
edit
i realize there are no virus, or dg's on the level, this will crash the game, but not the editor.
Code: Select all
TrackEnd 16 1500.81 1219.00 1 -0.70 0.71 0 18 -1
Yard 17 1527.88 1478.88 1 1.00 0.00 0
You've got the TrackEnd right, but the Yard building isn't "toggled by" the TrackEnd. The last zero on the Yard line should be the building ID of the TrackEnd, which is 16 not 0. In the editor select the Yard and type in "16" in the field for "toggled by". Be sure to hit Enter before selecting another building. This should solve your problem. Or you can edit the line directly with a text editor. Your PylonEnd is correctly linked to the Yard, so I don't see any other problems.
FYI, lack of virii, DGs, etc should not cause your mod to crash. If it's crashing, you probably have other issues somewhere.
EDIT: you don't need a PylonStart when you use SolarPanels. PylonStart is only for special situations. Search the forum for it (or click here http://forums.introversion.co.uk/darwin ... php?t=3905 and skip to the end of the thread). You can link SolarPanels to each other n:1 and you can link them directly to regular Pylons. Pylons can link n:1 to each other too, and you can probably link Pylons to SolarPanels if you want. The PylonStart may be causing your crashes.
Also, if you have the Mine / Refinery system in the level you don't need the TrackStart either. That is also for special situations, and may be causing you crashes here. Like xander said, the TrackEnd should be linked back to the first TrackLink to close the loop.
TrackStarts and PylonStarts are used when you want the goods to look like they're coming from a Trunkport.
Last edited by brice on Wed Sep 26, 2007 9:08 pm, edited 1 time in total.
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