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Prev's mods: Ultimate Trio Beta 1.4 release

Started by Previsionary, April 24, 2007, 04:27:17 PM

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Previsionary

Quote from: jocke32 on September 18, 2007, 01:16:52 PM
  thanks for makeing this mod  :thumbup:
i loved the Exiles comic , can you give us a list of charachters ? so we can se what we all wait for :D

keep on working  :thumbup:

Most of the playable characters have been shown in various pics throughout this thread and I usually wait for release day (sometime this week) before making big 'trivia/facts' posts, so you gotta wait. :P

A small hint I can say is...the exiles in this mod are similar to the current lineup.

AfghanAnt

Quote from: Previsionary on September 18, 2007, 02:05:42 PM
Quote from: jocke32 on September 18, 2007, 01:16:52 PM
  thanks for makeing this mod  :thumbup:
i loved the Exiles comic , can you give us a list of charachters ? so we can se what we all wait for :D

keep on working  :thumbup:

Most of the playable characters have been shown in various pics throughout this thread and I usually wait for release day (sometime this week) before making big 'trivia/facts' posts, so you gotta wait. :P

A small hint I can say is...the exiles in this mod are similar to the current lineup.




Wait this is coming out this week? Awesome.

Previsionary

Quote from: AfghanAnt on September 18, 2007, 03:17:16 PM
Wait this is coming out this week? Awesome.

If all goes well...exiles and the secret mod *might* be up tomorrow (at the very earliest). I pretty much finished everything that I have the energy to do which included making a small credit page at the end of the mod. But really...it depends on what will go into the next frp update...and who knows when that'll be.  ;)

jocke32


Previsionary

Ok, small update again:

Since I missed my deadline thanks to a small error I found on a certain mission, the mod *will* be up sometime this week for sure (88% chance). If it's not...that just means fate doesnt want any of you to have it. :P

BentonGrey

Haha, keep plugging away at it Prev, I'm sure it will be well worth the wait! ;)

Previsionary

Ok, here's the release post:

Ok, gang, Exiles is finally uploaded and ready for download. I expect a few errors to pop up, so if you happen to come across a few, let me know either here or in pm.

Exiles: Aftermath Spec sheet

Quote1. This mod takes place directly after Crisis, but you don't need to play that mod to follow the story
2. It's 9 missions long (including sub-missions).
3. It's a 142 mb download and about 600 MB uncompressed.
4. There's 7 main playable characters (Blink, Longshot, Spider-man 2099, Power Princess, Sabretooth, Psylocke, and Morph with quite a list of guest stars).
5. This mod also leads into yet another mod, but I highly doubt it'll be made.
6. For those wanting an apokalyptic (sic) map and can't wait for cmdrkoenig's newer version...get your first look here. :P


Secret mod:

Quote1. Really short, but you should like the main characters.
2. Pfft, there's no need for a number 2.
3. Small download and easy to play
4. 
5. Destroy clones. They are bad. They are filthy. They are evil.
6. RULE THE WORLD!

Get them both today at FRP Mods.

And with this post, I leave the modding (either temporarily or permanently) up to the other fine folks of FR *looks at BG*. So, I hope you enjoy my parting gifts. :D

Juanjete

Thank you Previsionary!!!  :thumbup:

GGiant

HolY CR@P!
GDAYBloke's piece of a mod. :lol:

detourne_me

Thanks man!   this'll be great!

Epimethee

Seems like you'll have to change your chance-o-meter signature. :P

Thank you, Prev, and kudos on completing it! Hopefully you get the modding bug again. :)



BentonGrey

Awesome man!  I completely expecting you to come back out of retirement to tell a story with me one day. ^_^

Blitzgott

Sorry to break it to you, man, but I already found I little problem with the Exiles mod: almost all powers don't work because of missing fx and textures.

Previsionary

Quote from: Blitzgott on September 26, 2007, 10:53:13 AM
Sorry to break it to you, man, but I already found I little problem with the Exiles mod: almost all powers don't work because of missing fx and textures.

As said on the description page, you'll need Ezfx installed since most of the fx used come from there except for a few customs that I included with the mod. But, if you can give me a list of some of the fx that don't work, I'll check it out to make sure it's included.

Shazam

*Boo, Hiss, Boo*


Only kidding, well done on the release premo/prevo  :thumbup:

jocke32

 2 days i was gone and this came out ! man im not resting untill i have played this mod
its my duty as a comic fan
nice work  :thumbup:

AfghanAnt

I started it up, went to the first mission and Blink, Psylocke and Morph just stood there. Nothing happened. Am I alone?

Previsionary

Quote from: AfghanAnt on September 27, 2007, 01:39:30 PM
I started it up, went to the first mission and Blink, Psylocke and Morph just stood there. Nothing happened. Am I alone?

Hey AA,

it'd probably be a good idea to post (or send me) your ff.log and script.log since I never ran into that problem nor did any of my testers.

BentonGrey

Just started playing Prev, (and DCUG work has taken officially been put on the back burner for a little while.  Blame Prev DC fans! ^_^) and I am thoroughly enjoying it.  I never really have ever played with Blink or Longshot before, so that is a cool treat.  However, I have hit a bit of a snag.  I was playing the first level, and got to the point where I face Poison Ivy.  I beat her, and there were only two plant creatures left.  They both went mad, and then I defeated them.  Now Morph (the only guy I've got left...yeah, yeah, I know I stink!) is just sitting there looking at Sabertooth.  Nothing is happening.  Any ideas?

[spoiler]>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
Starting ffx.py v.3.1.2
loading datfiles version 0.234000
Importing MLOG reader module version 0.97
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\mission.py executed
precache
start
cshelper: Cutscene [start_cs] submitted for playing
cshelper: Now playing cutscene [start_cs]
Step 1 of 10
FlightCheck_Init
initialising FFX: skirmish=0
morph_fc is not a valid explosion object
blink_fc is not a valid explosion object
sabretooth_fc is not a valid explosion object
longshot_fc is not a valid explosion object
spiderman_fc is not a valid explosion object
storing longshot: id_1,19
storing morph: id_2,24
storing blink: id_3,18
storing spider-man: id_4,21
AI: SetupAI() - setting ai for longshot ('longshot')
AI: SetupAI() - setting ai for morph ('morph')
AI: SetupAI() - setting ai for blink ('blink')
AI: SetupAI() - setting ai for spider-man ('spider-man')
morph : masscontrol
morph : lesserregeneration
blink : groupteleport
blink : acrobatic
psylocke : mindless
psylocke : supertk
sabretooth_ai : telepathy
sabretooth_ai : lesserregeneration
longshot : hollowbones
longshot : coordinator
morph : masscontrol
morph : lesserregeneration
blink : groupteleport
blink : acrobatic
initialising FFQ_initialiseExtras() later: a cutscene is playing
Step 2 of 10
0
speakInternal
0
getting default sun
(-45.0, 45.0, 1.0, 0.800000011921, (1.0, 1.0, 1.0))
Step 3 of 10
0
speakInternal
0
Step 4 of 10
0
speakInternal
0
Step 5 of 10
0
speakInternal
0
Step 6 of 10
0
speakInternal
0
Step 7 of 10
the spawns happen here
Step 8 of 10
0
speakInternal
0
Step 9 of 10
Step 10 of 10
resetting the AI code
cshelper: Cutscene [start_cs] has ended
initialising FFQ_initialiseExtras()
tracking warhounds
tracking warhounds
tracking warhounds
tracking warhounds
start next part
cshelper: Cutscene [injustice_cs] submitted for playing
cshelper: Now playing cutscene [injustice_cs]
Step 1 of 18
0
speakInternal
0
Step 2 of 18
0
speakInternal
0
Step 3 of 18
0
speakInternal
0
Step 4 of 18
0
speakInternal
0
Step 5 of 18
0
speakInternal
0
Step 6 of 18
0
speakInternal
0
lex luthor and the injustice squad
Step 7 of 18
speakInternal
0
Step 8 of 18
0
speakInternal
0
Step 9 of 18
0
speakInternal
0
Step 10 of 18
0
speakInternal
0
Step 11 of 18
0
speakInternal
0
Step 12 of 18
Step 13 of 18
0
speakInternal
0
Step 14 of 18
0
speakInternal
0
Step 15 of 18
bad guys
counting the dead
Step 16 of 18
0
speakInternal
0
Step 17 of 18
Step 18 of 18
resetting the AI code
cshelper: Cutscene [injustice_cs] has ended
poison_ivy : pheremones
poison_ivy : puppetn
harley : lesserregeneration
harley : acrobatic
sinestro : plasmasculptor
5
4
19
18
Traceback (innermost last):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\exiles\missions\scripts\ffx.py", line 4065, in KBUpdate
    regPowerAgainstChars(char,'OnKB',0)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\exiles\missions\scripts\ffx.py", line 12071, in regPowerAgainstChars
    for p in powerID:
TypeError: loop over non-sequence
tracking troopers
not all are dead
1.0
tracking troopers
not all are dead
2.0
tracking troopers
not all are dead
3.0
tracking troopers
not all are dead
4.0
tracking troopers
not all are dead
5.0
tracking troopers
not all are dead
6.0
tracking troopers
not all are dead
7.0
tracking troopers
not all are dead
8.0
tracking troopers
not all are dead
9.0
tracking troopers
not all are dead
10.0
SetFlailing paratrooper9
AI: paratrooper9:'paratrooper' falling
tracking troopers
not all are dead
11.0
tracking troopers
not all are dead
12.0
tracking troopers
boss is next
cshelper: Cutscene [poison_cs] submitted for playing
cshelper: Now playing cutscene [poison_cs]
Step 1 of 8
0
speakInternal
0
Traceback (innermost last):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\crisis\missions\scripts\flightcheck.py", line 101, in FlightCheck_Drop
    js.Object_MoveToMarker(flight_object,flight_marker)
RuntimeError: Object_MoveToMarker(): Could not find object - poison_ivy_fc
Step 2 of 8
0
speakInternal
0
Step 3 of 8
0
speakInternal
0
Step 4 of 8
Step 5 of 8
0
speakInternal
0
pretty floral arrangement
Step 6 of 8
0
speakInternal
0
Step 7 of 8
0
speakInternal
0
Step 8 of 8
AI: SetupAI() - setting ai for poison_ivy ('poison_ivy')
FindM25AI poison_ivy found in aiextensions file.
resetting the AI code
cshelper: Cutscene [poison_cs] has ended
poison_ivy : pheremones
poison_ivy : puppetn
flora : acidblood
flora : symbiote
flora : acidblood
flora : symbiote
giant_flora : acidblood
giant_flora : symbiote
AI: poison_ivy:'poison_ivy' animating nature object
initpheremones: target gender=1
Object_CalcPrestige wrapper used
independent: obj=mobjdummy_3 char=poison_ivy cost=4
AI: SetupAI() - setting ai for mobjdummy_3 ('ffx_treeman')
lifespan=96
AI: poison_ivy:'poison_ivy' ivy acid swarm attack on 'longshot'
lifespan=92
AI: poison_ivy:'poison_ivy' flee to (22.3190002441, -53.3749008179, 0.000319011654938)
lifespan=88
AI: poison_ivy:'poison_ivy' flee to (132.066162109, -96.6585540771, 0.0155169675127)
lifespan=84
AI: poison_ivy:'poison_ivy' flee to (187.700958252, -81.9044342041, 9.74481517915e-005)
lifespan=80
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'longshot'
lifespan=76
AI: poison_ivy:'poison_ivy' random move (142.021377563, -83.3519363403, 0.419276416302)
lifespan=72
lifespan=68
AI: poison_ivy:'poison_ivy' flee to (211.021377563, -63.3519363403, 0.419276416302)
lifespan=64
AI: poison_ivy:'poison_ivy' flee to (203.021377563, -91.3519363403, 0.419276416302)
lifespan=60
AI: poison_ivy:'poison_ivy' flee to (216.021377563, -137.35193634, 0.419276416302)
lifespan=56
AI: poison_ivy:'poison_ivy' flee to (207.021377563, -64.3519363403, 0.50593328476)
lifespan=52
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'morph'
lifespan=48
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'morph'
lifespan=44
AI: poison_ivy:'poison_ivy' flee to (240.996795654, -151.877090454, 0.905445754528)
lifespan=40
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'morph'
lifespan=36
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'morph'
lifespan=32
AI: poison_ivy:'poison_ivy' random move (272.173736572, -125.143051147, 1.32336461544)
lifespan=28
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'morph'
lifespan=24
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'morph'
lifespan=20
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'morph'
AI: poison_ivy:'poison_ivy' flee to (236.173736572, -128.143051147, 1.38876259327)
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'morph'
AI: poison_ivy:'poison_ivy' flee to (188.256835938, -156.025192261, 4.07012844086)
AI: poison_ivy:'poison_ivy' random move (182.992385864, -124.064666748, 7.25382232666)
AI: poison_ivy:'poison_ivy' power effect_m25ai_powerup using remedy
AI: poison_ivy:'poison_ivy' flee to (226.992385864, -29.064666748, 8.01793193817)
AI: poison_ivy:'poison_ivy' flee to (207.359573364, -2.94043731689, 9.55435657501)
AI: poison_ivy:'poison_ivy' ivy slowing vines attack on 'morph'
AI: poison_ivy:'poison_ivy' flee to (182.868331909, 30.7779159546, 8.43283939362)
AI: poison_ivy:'poison_ivy' flee to (228.333786011, 39.5685310364, 4.80257368088)
AI: poison_ivy:'poison_ivy' flee to (83.8087158203, 30.3432559967, 1.16363155842)
AI: poison_ivy:'poison_ivy' random move (85.4279174805, 0.552079916, 0.0796397253871)
AI: poison_ivy:'poison_ivy' flee to (201.036315918, 19.4305448532, 0.00121545162983)
AI: poison_ivy:'poison_ivy' flee to (67.3249664307, 72.3327436447, -0.000144988283864)
AI: poison_ivy:'poison_ivy' random move (139.116851807, 10.1700649261, 0.00653857272118)
AI: poison_ivy:'poison_ivy' random move (86.1168518066, 43.1700649261, 0.00738313887268)
AI: poison_ivy:'poison_ivy' random move (95.9650726318, -5.7540397644, 0.00795942544937)
AI: poison_ivy:'poison_ivy' random move (176.105712891, -8.4376373291, 0.00457780389115)
AI: poison_ivy:'poison_ivy' random move (140.829391479, 7.00520396233, 0.003472028533)
AI: poison_ivy:'poison_ivy' random move (222.829391479, 96.0052039623, 0.000635580159724)
AI: poison_ivy:'poison_ivy' flee to (159.718429565, 112.638328552, 0.00721828639507)
AI: poison_ivy:'poison_ivy' flee to (104.093109131, 111.872589111, 0.050276260823)
AI: poison_ivy:'poison_ivy' random move (190.199127197, 36.8788909912, 1.24040043354)
AI: poison_ivy:'poison_ivy' animating nature object
Object_CalcPrestige wrapper used
independent: obj=mobjdummy_4 char=poison_ivy cost=4
AI: SetupAI() - setting ai for mobjdummy_4 ('ffx_treeman')
lifespan=96
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'morph'
52
51
lifespan=92
AI: poison_ivy:'poison_ivy' flee to (95.4605712891, -15.2421150208, 0.0106342257932)
lifespan=88
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'morph'
lifespan=84
AI: poison_ivy:'poison_ivy' random move (131.041595459, 75.6652984619, 0.00681529659778)
lifespan=80
AI: poison_ivy:'poison_ivy' random move (203.200393677, 122.38923645, 0.0154769867659)
lifespan=76
AI: poison_ivy:'poison_ivy' flee to (237.941558838, 118.011672974, 0.932265520096)
lifespan=72
AI: poison_ivy:'poison_ivy' flee to (133.116271973, 127.740409851, 1.16839134693)
lifespan=68
AI: poison_ivy:'poison_ivy' random move (237.670013428, 204.438720703, 6.79493141174)
lifespan=64
AI: poison_ivy:'poison_ivy' random move (156.840179443, 174.276992798, 10.851020813)
lifespan=60
AI: poison_ivy:'poison_ivy' flee to (114.859146118, 154.858612061, 16.0903892517)
lifespan=56
lifespan=52
AI: poison_ivy:'poison_ivy' random move (137.651199341, 174.469696045, 19.4621810913)
lifespan=48
AI: poison_ivy:'poison_ivy' flee to (227.651199341, 244.469696045, 19.570098877)
lifespan=44
AI: poison_ivy:'poison_ivy' random move (226.64100647, 229.273468018, 16.1750259399)
lifespan=40
AI: poison_ivy:'poison_ivy' random move (140.619781494, 170.984344482, 5.80937004089)
lifespan=36
AI: poison_ivy:'poison_ivy' random move (85.3615875244, 101.093765259, 11.2912244797)
lifespan=32
AI: poison_ivy:'poison_ivy' flee to (66.3362731934, 242.494750977, 18.225353241)
lifespan=28
AI: poison_ivy:'poison_ivy' ivy slowing vines attack on 'spider-man'
lifespan=24
lifespan=20
lifespan=16
AI: poison_ivy:'poison_ivy' flee to (41.8477859497, 215.328796387, 9.33973407745)
lifespan=12
AI: poison_ivy:'poison_ivy' flee to (-13.4350509644, 106.621078491, 3.24304223061)
lifespan=8
AI: poison_ivy:'poison_ivy' random move (127.260574341, 256.31401062, 0.536731898785)
lifespan=4
AI: poison_ivy:'poison_ivy' random move (-14.8382034302, 254.074905396, 0.17144934833)
lifespan=0
creationDestroy
poison_ivy
2.0
AI: poison_ivy:'poison_ivy' random move (31.8168640137, 231.789138794, 0.0713094845414)
AI: poison_ivy:'poison_ivy' random move (94.0216255188, 120.926330566, 0.0133117595688)
AI: poison_ivy:'poison_ivy' flee to (95.1699180603, 108.728485107, 0.476625412703)
AI: poison_ivy:'poison_ivy' flee to (66.0115280151, 59.042755127, 3.1206381321)
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'spider-man'
tracking floral
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'spider-man'
AI: poison_ivy:'poison_ivy' flee to (130.694244385, 115.328857422, 0.263749808073)
AI: poison_ivy:'poison_ivy' flee to (42.9950561523, 124.640792847, 1.51361620426)
AI: poison_ivy:'poison_ivy' random move (146.278015137, 34.2480926514, 0.0359827317297)
AI: poison_ivy:'poison_ivy' animating nature object
Object_CalcPrestige wrapper used
independent: obj=mobjdummy_6 char=poison_ivy cost=4
AI: SetupAI() - setting ai for mobjdummy_6 ('ffx_treeman')
lifespan=96
AI: poison_ivy:'poison_ivy' random move (177.570495605, 72.3343353271, 0.018027709797)
lifespan=92
AI: poison_ivy:'poison_ivy' random move (55.4143829346, 103.357162476, 0.512470543385)
lifespan=88
AI: poison_ivy:'poison_ivy' random move (131.42489624, -16.9313278198, 0.410345375538)
lifespan=84
AI: poison_ivy:'poison_ivy' random move (168.861328125, 97.5573387146, 0.0210464764386)
lifespan=80
AI: poison_ivy:'poison_ivy' flee to (181.976379395, 119.252620697, 0.0386486984789)
lifespan=76
AI: poison_ivy:'poison_ivy' flee to (221.724655151, 66.6179351807, 0.626795828342)
lifespan=72
AI: poison_ivy:'poison_ivy' flee to (261.575363159, 1.06175231934, 0.0532653816044)
lifespan=68
AI: poison_ivy:'poison_ivy' flee to (237.01423645, -46.1972312927, 0.0145158404484)
lifespan=64
AI: poison_ivy:'poison_ivy' flee to (270.252059937, 80.889131546, 0.00757723161951)
lifespan=60
AI: poison_ivy:'poison_ivy' animating nature object
lifespan=56
lifespan=52
Object_CalcPrestige wrapper used
independent: obj=mobjdummy_7 char=poison_ivy cost=1
AI: SetupAI() - setting ai for mobjdummy_7 ('ffx_seedling')
lifespan=48
lifespan=99
AI: poison_ivy:'poison_ivy' random move (153.618011475, -18.781791687, 0.00910941045731)
lifespan=44
heres the big bad princess
the ending
lifespan=98
lifespan=40
lifespan=97
lifespan=36
lifespan=96
lifespan=32
lifespan=95
lifespan=28
lifespan=94
lifespan=24
tracking floral
lifespan=93
lifespan=20
lifespan=92
lifespan=16
lifespan=91
lifespan=12
lifespan=90
lifespan=8
lifespan=89
lifespan=4
lifespan=88
lifespan=0
creationDestroy
poison_ivy
2.0
lifespan=87
lifespan=86
lifespan=85
lifespan=84
lifespan=83
lifespan=82
lifespan=81
69
68
73
72
[/spoiler]

Previsionary

Actually, there's 3 plant creatures (2 normal and 1 giant) and sabretooth usually runs after him. I'm assuming the default ai just shut off on one of them and it stopped moving once you got out of range. When poison ivy spawns, she spawns 2 plants beside her and one behind you so make sure you get him too.

note: I knew I should've recoded that arrow code!

note 2: Looking now, it seems the 'pickup distance' for that particular monster was overwritten/erased. My bad.

BentonGrey

I thought I got all of those that spawned with her....I'll double check.

earl of bronze

Has anyone beat the Kangbots in 616ny yet? I've tried fighting in the park, a running battle, Longshot's aer unluck attack(he always gets put in stasis before it fires) and nothing comes close to working. Also where are the amps? I don't see them anywhere.

Previsionary

The amps don't appear until you beat the park kangbots, which I'm assuming you have. They always appear on the outskirts of the map and usually in a corner, iirc.

I, myself, didn't find the kangbots to be too tough. Hulkling can pretty much handle himself and patriot and longshot have combos that can usually take out a single foe if most of the attacks connect. Blink does have the advantage of being able to teleport herself and others out of danger with little effort and her javelins usually do a significant amount of damage to hp-weakened foes. Also, there are 4 hp canisters on the map so that should help out. Just be glad you only have to defeat the initial wave and you can pretty much bypass the others....though taken them all out might be helpful for that mission considering how long it is. :P

But, if people find it too difficult, I can see if I can tone it down a bit.

BentonGrey

Hey Prev, just wanted to let you know that I restarted that first mission, and everything worked fine.  I don't know what the issue was, but I was able to take PI out this time, and the mission finished like it was supposed to.

USAgent

Ive been haveing a great time playing this mod Prev! I'm only at the point to where you fight Kang after taking out the Amps, but so far its been a blast.   You have put togeather a fun story line, I love the idea of linking the 2 mods togeather, and you have included a interesting cast of characters which you did a great job with their powers and abilities.  Longshot is kinda weak though, he usually stays out of the battle only to jump in with a bad luck direct attack, the area bad luck attack is too weak to risk doing in the midst of a handfull of villains. 
Thanks for giving Blink a zero cost teleport, she was extremely usefull on the Kangbot/Amp level with that, I used her to teleport close to the Amps to disable them and quickly teleport away before taking too much damage.  The kangbot level is a bit tough I think too, maybe just less bots at the begining, the way I beat that level was alot of hit and run, I would run away as a group and the bots would group togeather to chase us but they are slower so I would grab and throw a car with Hulkling at the group of bots to do alot of damage, then teleport Blink close by to do a overpowered spatial pin attack and use Patriot to take out the bots with low health.
Cant wait to finish!!

Leprejuan

How's it going on this, guys?

I'm stuck.  I am facing another avengers parallel, this time with an Iron Lass!

[spoiler]The Hulk counterpart says something about bombs ready to blow me up.  I have 2:00 minutes to finish the Evengers.  I take out the guys with 40 seconds left, but I can't seem to find any bombs.  Even letting the timer run down just... removes the timer.  There's no kaboom and now my guys are running around looking for something to do. [/spoiler]

Any ideas?

Previsionary

Sorry for the late reply:

It seems neither the "arrow" code nor the explosion code worked for you. The bombs are removed once the timer hits 0 and the game should end. I'm pretty certain that the explode() command broke since it's super problematic in FFVTTR and I'm not sure why. Anyway, post/send your script.log so I can make sure, but the bombs aren't all that hard to find. That should probably be your top priority since it's a game ender.

side note: Iron lass is a pretty funny name, heh.

note to self: No avengers/evengers mod!  :unsure:

USAgent

Finally got around to finishing this Mod, and it was great.  You did a great job putting this togeather and making it fun with a cool story line.
[spoiler]
I had the same problem as Leprejuan with the Evengers/bombs.  I didnt beat the Evengers before the timer ran out and there wasnt any explosion or mission end, I just finished beating the Evengers and went looking for the bombs which I found (no red arrows). The were hard to find because they were just small dark boxes under the trees so I disarmed them anyway and went on.

I found the battle with the Lanterns kinda tough only because they wouldn't land so I could melee them to death, but once I started to lob trees at them with Zarda (there are plenty of them) that helped out alot.  Probably the toughest fight was against the Justice Lords, I was dumb enough to charge after them and try to go toe to toe which was leading to my demise, so I came up with a tactic to lure them out one at a time and fight them that was. (Superman took forever, but luckely you didnt make him too unbeatable).  I found the finale battle with Lex rather easy, I dont think it lasted 2 minutes, I had to check out his in game character profile to see what he could actually do, which his file looked pretty tough but the AI just didnt do much.
[/spoiler]


Once again, great work on this Mod, its was well worth it!

Previsionary

Yeah, I'm pretty sure the explode command just stopped working and broke the whole explosion/end game code. I'm not sure why commands like explode() and spawn() cause such errors when they randomly stop working but they do. If I ever find the energy or time to make a patch, i'll update that mission's code a bit more.

The justice lords fight was probably one of my more favorite battles, though iirc, i weakened superman quite a bit (slightly weaker than the Crisis version) so it wouldn't be impossible to win. Lex, on the other hand, is too odd to really figure out. Sometimes he gives a good battle, other time he's just blah. Let's just go with his insanity affects his battle skills and leave it there. :P  In reality though, I was way too burned out to keep playing with his ai code and the justice lords battle made up for it.

Anyway, thanks for the compliments, USAgent. This mod in particular took a lot of work and I was really trying to tie it into *then* current marvel with my own twists. I'm not sure how well I pulled that off, but hey, it's something.

*quickly hides the avengers, JLA, and marvel knights mod outlines*

Previsionary

So, I'm still retired, but it just wouldn't be me if I didn't have something for someone for xmas. Since I didn't pick out a single person to gift this year, as I usually would, I just made a general gift. Perhaps you will like it; perhaps you'll rip out my eyes. We'll see. :P













Regardless of what the pictures show...this VERY SHORT mod actually does tie into X-mas. Also, I get to show off C6's awesome wolvie redesign in game. :P

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