Safearea troubles

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daset
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Safearea troubles

Postby daset » Tue Apr 18, 2006 1:00 am

So, all the safearea related problems I found from searching this forum seem to be related to certain issues that I believe I have already covered.

The code from game.txt.

Code: Select all

Event BuildingOnline : terphlumphents,41
   Action RunScript fightdone.txt
End


As far as I can tell, there are no syntax errors. The script executes since I put a script trigger in with that same script and it went fine.

I put in an objective based on the safearea coming online and it counted the units fine.

Code: Select all

PrimaryObjectives_StartDefinition
   BuildingOnline :terphlumphents,41    startfighting_obj2   null.txt
PrimaryObjectives_EndDefinition


However, the objective never fired, leading me to believe that the limit was not exceeded. I checked, and it was. I tried out certain values(in case some values were out of the limit range) such as 100,150,200,1,10, etc. but never any luck.

I tried BuildingOffline on the safearea to see if it was always offline, but that didn't work out to well.

Every other safearea in my mod seem to have the exact same problem as this one.

I can't think of anything else that is problematic. Help, anyone?

I am running darwinia 1.2.2(on a mac).


On a side note, does anyone know why the armors' flags sometimes show various icons(from the icons folder) instead of the plain white or normal texture? Kinda annoying, so does anyone know how to fix it?
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Postby The GoldFish » Tue Apr 18, 2006 2:02 am

Are the safeareas global? (They should be)

Also important, are any of them dynamic? (If they are, you'll encounter odd problems)

Armour's flag colour should *never* be allowed to be white. Ever! If you create an instant unit armour, the 'first' armour will have a state of -1 in it's mission file. The others will be state 0 because they ignore that value. Ensure you go and edit your mission file and manually change this to be state 0 (or 1/2 etc for their other states, deploy etc), as well as setting the waypoint x and z to be their map coords (to stop them zooming off to 0,0 at the start of the level)

Ensure you also set any instant unit officers to state 0 if they are state -1, while you're there.
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Postby daset » Tue Apr 18, 2006 5:42 am

Thank TGF and his almighty surplus of Darwinia knowledge. :wink:

Should I assume that a spawnpointmaster must be global to work in a "wipeout" objective, as seen in the biosphere level?

Also as well, if a trunkport has been set to global, does it become impossible to make the team not yellow(for example, red)?



Meh, this'll feels like it's becoming a generic question thread that will go on awhile as they come up...
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Postby The GoldFish » Tue Apr 18, 2006 10:34 am

Delete all the building entries in your mod's game.txt unless you know they need to be there for a specific reason - because they're set to global, they will get their team/online/etc from the game.txt file over whatever's in the mission file.*

As for the spawnpointmaster, if it's not global or dynamic or whatever, it doesn't even physically appear in your level. So you'll probably want that anyway. Regardless, yes, all objectives must be global. Though I have no idea if that's how biosphere works, I've honestly never checked.

*Reasons for them to be there is for setting buildings (eg trunk ports) online at start up, and for Dynamic, Global buildings, as in many versions of the game these don't get entries in game.txt, and must have them manually added (as otherwise objectives will not register completion even though the building IS online and IS global)
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Postby xander » Tue Apr 18, 2006 3:18 pm

The GoldFish wrote:As for the spawnpointmaster, if it's not global or dynamic or whatever, it doesn't even physically appear in your level. So you'll probably want that anyway. Regardless, yes, all objectives must be global. Though I have no idea if that's how biosphere works, I've honestly never checked.

Yes, that is how Biosphere works. The SpawnPointMaster is global, so it shows up in the level, and comes online when there are 10 or fewer red units on the map. If you use the building as an objective, it will give you a unit count.

The GoldFish wrote:*Reasons for them to be there is for setting buildings (eg trunk ports) online at start up, and for Dynamic, Global buildings, as in many versions of the game these don't get entries in game.txt, and must have them manually added (as otherwise objectives will not register completion even though the building IS online and IS global)

Just to clarify a bit, this problem is known as IsLinuxBust or ILB (search the forums for it, daset, if you are curious). It affects the Linux and Mac versions of the game, prior to version 1.4. Thus, if you want Mac players right now, you should account for it.

As TGF stated, if you have a building that is marked as global, but is stored in the mission file (dynamic), rather than in the map file (static), it will never be entered into game.txt. As Darwinia checks game.txt for objective completeness, the objectives will never be shown as complete. The trick, then, is to put an entry into game.txt in the Buildings section that describes your building (and starts it in an offline condition). For instance, this is some of what is in the game.txt file for Insurrection:

Code: Select all

   # Id  teamId  locId   type   link  online
   # =======================================
      47    1      9     47     -1      0   # Spam
      48    1      9     47     -1      0   # Spam
      49    1      9     47     -1      0   # Spam
      50    1      9     47     -1      0   # Spam
      51    1      9     47     -1      0   # Spam
      58    0    104     31     -1      0   # SafeArea

Notice that in all cases, the last column (the last number) is zero. This means that the building is not online to begin with, but that it can be brought online and used as a mission objective.

Let me know if that doesn't help.

xander
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Postby daset » Wed Apr 19, 2006 12:30 am

Thnx guys, my questions are answered. Two more, and I (hope, but doubt) should be done.

1) Now that my trunkports have been set to global(online) in game.txt, the blue bars on the world map are gone. It doesn't matter much, but for aesthetics(sp?)...

2) How do I get the DGs to "pray"? I tried GodDishActivate but nothing. Then I spawned research at it, but still nothing.
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Postby xander » Wed Apr 19, 2006 12:37 am

daset wrote:1) Now that my trunkports have been set to global(online) in game.txt, the blue bars on the world map are gone. It doesn't matter much, but for aesthetics(sp?)...

The blue connecting lines will only appear when you activate the trunkport from within the level. In Insurrection, I used a bit of a kludge to make that work -- look at the level Image. There are two trunkports that lead to Annihilation -- one of them is active by default (and does not create a blue line on the world map), while the other must be capture by an engineer. This gives me an active trunkport at the beginning of the level, but also gives me a blue line, and reveals the location of Annihilation on the world map (which also requires you to capture the trunkport).

Also (and I should have asked this question first), do your trunkports link to the correct location in the map or mission file? They must be linked to show the blue lines...

daset wrote:2) How do I get the DGs to "pray"? I tried GodDishActivate but nothing. Then I spawned research at it, but still nothing.

If you have a GodDish in the level, and issue the command GodDishActivate, the god dish should activate and any green DGs should face it and sway from side to side (pray). If you have done this, and they are not praying, I am not sure what is going one. Sorry.

xander

EDIT: trickfred :P
Last edited by xander on Wed Apr 19, 2006 12:48 am, edited 1 time in total.
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Postby trickfred » Wed Apr 19, 2006 12:43 am

daset wrote:Thnx guys, my questions are answered. Two more, and I (hope, but doubt) should be done.

1) Now that my trunkports have been set to global(online) in game.txt, the blue bars on the world map are gone. It doesn't matter much, but for aesthetics(sp?)...


The Trunk Port has to point to another level other than the one it's in - then you'll see the lines. If you've just edited game.txt, then change profiles to see the results.

daset wrote:2) How do I get the DGs to "pray"? I tried GodDishActivate but nothing. Then I spawned research at it, but still nothing.


They 'pray' when standing within range of a GodDish (that is 'active' with the GodDishActivate' command), or sometimes when a nearby companion is killed (they'll sway, and some will release a funeral kite).

Edit: Doh! xander beat me to the punch. :D
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Postby daset » Wed Apr 19, 2006 1:30 am

Coolio, screw the blue lines.

But the goddish still isn't working. It activates, making the explosions(but no godray oddly enough). None of the DGs within any range do anything(not even the ones standing beneath it. Any ideas?
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Postby The GoldFish » Wed Apr 19, 2006 1:38 am

Hi, please ignore people who don't know what they're doing :P

Change the 'link' value to the location to which your trunk port line to link to on the world map, and it shall be drawn. (edit, ie, in game.txt)

12 0 2 11 3 1

links location 2 to location 3

Like in Stricken :P

Edit2 Hmmm, I think I know what might be happening re the god dish, but it's just a hunch - are you SURE you're calling GodDishActivate within a map, and not just before hand in the worldmap? It's just if you did that I think that's what happens >_> but I could be wrong <_<
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Postby daset » Wed Apr 19, 2006 2:19 am

Got it. It needed to WaitFade before activation.

But are you sure about the Trunkport thing? Here's my code, and none of blue lines work. These three trunkports are online though.

Code: Select all

      0     2         9           13       0     1      #radars
      2     2         9           13       6     1      #radars
      44   2         9           13       4     1      #radars


If you can't fix it, don't worry. It's not that big of a deal.
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Postby trickfred » Wed Apr 19, 2006 3:18 am

daset wrote:Got it. It needed to WaitFade before activation.

But are you sure about the Trunkport thing? Here's my code, and none of blue lines work. These three trunkports are online though.

Code: Select all

      0     2         9           13       0     1      #radars
      2     2         9           13       6     1      #radars
      44   2         9           13       4     1      #radars


If you can't fix it, don't worry. It's not that big of a deal.


Try replacing those 13s with 11s.

See? I do know what I'm talking about. :Þ
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Postby daset » Wed Apr 19, 2006 5:05 am

w00t, t3hpwn4g3! :D

Sweet, it should be out soon(if nothing else pops up and breaks my mod).
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Postby daset » Thu Apr 20, 2006 11:38 pm

Ok, a problem has just come up again, and I can't figure it out at all.

I believe it started when I removed a scripttrigger in another area, but I doubt it. Another cause might be the fact that I edited the game.txt for that level from "null" to the mission file.

However, here is the blackbox:

Code: Select all

=========================
DARWINIA BLACK BOX REPORT
=========================

VERSION : macosx-full-1.2.2
ERROR   : 'TrunkPort UniqueId was not unique in /Users/bryce/Library/Application Support/Darwinia/full/mods/Reprisal/levels/map_u.r.a.n00b.txt'

=========================
====== STACKTRACE =======
=========================

retAddress = 0x5fbf8
retAddress = 0x5f9b4
retAddress = 0x5718c
retAddress = 0x56b8c
retAddress = 0x58db4
retAddress = 0x7b420
retAddress = 0x7b144
retAddress = 0x86898
retAddress = 0x7873c
retAddress = 0x5dc4
retAddress = 0x90a27aec
retAddress = 0x901da5a0
retAddress = 0x901defb0
retAddress = 0x90a25938
retAddress = 0x92f937a4
retAddress = 0x92f93690
retAddress = 0x92f938c0
retAddress = 0x90a7af70
retAddress = 0x90a81808
retAddress = 0x916f4a10
retAddress = 0x916f7858
retAddress = 0x916f4c50
retAddress = 0x92974338
retAddress = 0x92e828b4
retAddress = 0x92e9915c
retAddress = 0x92ead4dc
retAddress = 0x92f69bec
retAddress = 0x60a0
retAddress = 0x2f60
retAddress = 0x2dd4
retAddress = 0x0


At a loss, I removed all trunkports in that area. Then it popped up like so.

Code: Select all

...

ERROR   : 'RadarDish UniqueId was not unique in /Users/bryce/Library/Application Support/Darwinia/full/mods/Reprisal/levels/map_u.r.a.n00b.txt'

...


I removed those and then it went on to control towers and then trees. The only way the level didn't crash was when all buildings were completely removed.

Does anyone know any solutions. Much appreciated.
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Postby xander » Thu Apr 20, 2006 11:45 pm

daset wrote:Ok, a problem has just come up again, and I can't figure it out at all.

I believe it started when I removed a scripttrigger in another area, but I doubt it. Another cause might be the fact that I edited the game.txt for that level from "null" to the mission file.

Check the building IDs in your mission file and in your map file (the full directory is listed at the top of the blackbox file). You probably have a building in your mission file with the same ID as one in the map file.

xander

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