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EZScript Comics Vol. 2

Started by BentonGrey, December 31, 2008, 01:36:37 AM

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Torch

Quote from: BentonGrey on April 22, 2009, 09:03:43 PM
Hmm...what do you suggest I do M?  I'm just trying to make this interesting without adding in a dozen new minion types, and the random mutation attribute seems like the perfect answer.  Also, I'm not quite getting the kind of mission I want here.  What I'm really going for is a situation like in FF1, where there are portals opening up that will keep spitting out enemies until you close them.  Any ideas on how to model that?  What I've got right now is just the portals set up as objects which you have to sabotage, and they are guarded by a group of bad guys.  I don't have any real sense of urgency to it, though, since they aren't actually spitting out reinforcements. 
I know you can loop random encounters, or have them called multiple times.  Could you somehow set a timer between looping (so there is a delay between them) and then end the random encounters once the player sabotages the portal?

BentonGrey

That's the question Torch.  That is indeed the question.  The timer is easy enough to work, but how to end it...I don't know.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

Torch

Quote from: BentonGrey on April 23, 2009, 05:00:22 AM
That's the question Torch.  That is indeed the question.  The timer is easy enough to work, but how to end it...I don't know.
I can test it out right now, but I'm thinking something with the 'starts when <encounter> at end'.

M25

You can also key encounters to start when something else hasn't ended. 

Starts when: not my_encounter at end

or even Starts When: my_encounter not at end

(you can also use 'or' and 'and')

Starts When: my_encounter at end or my_encounter2 at end



So...

Encounter: Portal1
Type: Sabotage
Next: None

Encounter: Spawn Stuff
Starts When: Portal1 not at End
Villains: spawns
Next: Spawn Stuff



As for the random mutation attribute... if it isn't working, I can't offer much help.  Maybe TaskmasterX would know.


BentonGrey

Thanks M!  So, when would that one start?  Obviously, it would start sometime during the other encounter, but how long would it take?  It might not be good to have the thing spit out bad guys at the very beginning....then again, that might work okay if I don't have too many at the portal in the first place.  Thanks M, I think you've given me just the layout I wanted!

I'll contact TMX and see if he can give me any help with that attribute, then.  Thanks for the suggestion. :)
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

M25

To expand on that... you need to have an encounter that starts the portal and the 'spawn'.

Encounter: Do Portal and Spawn
Type: None
Next: Portal1, Spawn Stuff


Both would start at the same time, so you'd get spawns immediately.  However, you could put in a Wait encounter to delay the spawn

Encounter: Do Portal and Spawn
Type: None
Next: Portal1, Delayed Spawn

Encounter: Delayed Spawn
Type: Wait
Minimum Time: 30
Maximum Time: 35
Next: Spawn Stuff

BentonGrey

So...in trying to keep busy I have started on the JSA/JLA crossover.  I can't really focus to work on my thesis...but this, this is more accessible to pick up and put down as necessary.  I've got the first mission written, but I'm having trouble with the first encounter.  Everything else seems to be triggering fine.  The problem seems to be the Alert Cutscene.  It isn't playing for some reason, although the Start Cutscene is playing fine.  This should be the very first thing that the player sees when he starts the mission:

Spoiler
#----------------------------------

Encounter: Bad1
Type: Fight
Villains: nazi_general, nazi_rifleman, nazi_rifleman, nazi_rifleman, nazi_gunner,

nazi_grenadier, nazi_gunner
Allies: scientist, per_degaton
Marker: lab1
Next: Future1

Alert Cutscene:
Fade for 1 second
Narrator says, "Our story begins...and ends...in Germany during the Spring of 1944."
Cinematic camera on Ally1 to Ally2
Unfade for 5 seconds
Ally2 turns to Ally1
Ally2 says, "But Dr. Zee...Malachi, the Nazis will pay through the nose for this!"
Ally1 turns to Ally2
Ally1 says, "It doesn't matter Per. Some things are more important than material gain...a

great deal more important. That madman must never get his hands on this device. The

consequences would be...unthinkable."
Villain4 moves to spot1
Villain3 moves to spot2
Villain1 moves to spot3
Cinematic camera on Villain1 to Ally1
Villain1 says, "Now now Herr Doktor, that sounds suspiciously like treason."
Villain1 plays animation power
Ally2 turns to Villain1
Ally2 says, "No! You're too early! I haven't had time to convince him yet!"
Villain1 says, "You have had all the time that der Fuehrer deemed necessary. Now we shall

persuade the good doktor on OUR terms."
Ally1 says, "You've come for the device? So...you betrayed me Per...after all these

months...well, your Fuehrer will never see the machine.  I'll destroy it!"
Ally 1 moves to spot4
Ally2 says, "No...no! I won't let you do this...I won't let you ruin everything. I've

waited so long...I've been so patient. It's mine, and you can't take it from me!"
Ally2 plays animation ranged_gun_2
Play effect effect_ffx_gun at Ally1
Ally1 is killed
Ally2 moves to spot4
Play effect effect_portal_activate at Ally2
Fade for 1 second
Ally2 teleports to lab4
Cinematic camera on Hero1
Unfade for 3 seconds
Hero1 says, "This is where Dr. Zee said to meet him...but the door has been smashed in. Be

on your guard!"

Start Cutscene:
Camera on Hero1
Hero1 turns to Villain1
Hero1 says, "Ratzis! What are they doing here? This looks like a set-up guys. Let's take it

to the Reich!"
Camera on Villain1
Villain1 turns to Hero1
Villain1 says, "Nein! This mission is a disaster! Der Feuhrer will have my head for

this...first we lose the scientist and his assistant, and now those troublesome American

mystery men interfere. Kill them!"

End Cutscene:
Camera on Hero1
Hero1 turns to Hero2
Hero1 says, "Well gents, that takes care of this bunch. We'd better check the rest of the

place and make sure they didn't have any friends along for the ride."

#-------------------------------------------------------------

There is nothing that jumps out at me in the script.log.  Any thoughts?

Excerpt from script.log:

Spoiler
ENCOUNTER: PlayCutsceneFromList(): [['priority', 1], ['replace', ['ally1', 'ally'], ['ally2', 'ally'], ['villain4', 'villain'], ['villain3', 'villain'], ['villain1', 'villain'], ['ally 1', 'ally'], ['hero1', 'hero']], ['required', 'spot1', 'spot2', 'spot3', 'spot4', 'lab4'], ['cutscene', 'CS_Start()', "CS_Speak('narrator', 'Our story begins...and ends...in Germany during the Spring of 1944.', force=0)", "CS_CinematicCamera('ally1','ally2')", 'CS_UnFade(5)', "CS_TurnTo('ally2', 'ally1')", "CS_Speak('ally2', 'But Dr. Zee...Malachi, the Nazis will pay through the nose for this!', force=0)", "CS_TurnTo('ally1', 'ally2')", 'CS_Speak(\'ally1\', "It doesn\'t matter Per. Some things are more important than material gain...a great deal more important. That madman must never get his hands on this device. The consequences would be...unthinkable.", force=0)', "CS_MoveTo('villain4', 'spot1')", "CS_MoveTo('villain3', 'spot2')", "CS_MoveTo('villain1', 'spot3')", "CS_CinematicCamera('villain1','ally1')", "CS_Speak('villain1', 'Now now Herr Doktor, that sounds suspiciously like treason.', force=0)", "CS_Animate('villain1','power')", "CS_TurnTo('ally2', 'villain1')", 'CS_Speak(\'ally2\', "No! You\'re too early! I haven\'t had time to convince him yet!", force=0)', "CS_Speak('villain1', 'You have had all the time that der Fuehrer deemed necessary. Now we shall persuade the good doktor on OUR terms.', force=0)", 'CS_Speak(\'ally1\', "You\'ve come for the device? So...you betrayed me Per...after all these months...well, your Fuehrer will never see the machine.  I\'ll destroy it!", force=0)', "CS_MoveTo('ally 1', 'spot4')", 'CS_Speak(\'ally2\', "No...no! I won\'t let you do this...I won\'t let you ruin everything. I\'ve waited so long...I\'ve been so patient. It\'s mine, and you can\'t take it from me!", force=0)', "CS_Animate('ally2','ranged_gun_2')", "CS_Effect('effect_ffx_gun','ally1')", "CS_MoveTo('ally2', 'spot4')", "CS_Effect('effect_portal_activate','ally2')", "CS_TeleportTo('ally2', 'lab4')", "CS_CinematicCamera('hero1')", 'CS_UnFade(3)', "CS_Speak('hero1', 'This is where Dr. Zee said to meet him...but the door has been smashed in. Be on your guard!', force=0)", 'CS_End()']] : None ... []
ENCOUNTER: Encounter setup complete for 1
ENCOUNTER: Setting up encounter 2
ENCOUNTER: Start marker found for ['lab2'] 'lab2'
ENCOUNTER: No markers for 2 [['allyleave', 'lab2_allyleave', 'dist500']]
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

BentonGrey

I think I'm going to try reformating that part as a cutscene, and see if I have any better luck with it.  Alert scenes seem to be more temperamental to me.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

BentonGrey

#98
Urg...so, mission two is written, but I'm having two problems with it.  First, it seems that the second encounter is not ending.  I've tested it several times, and the third encounter will play if I trigger it first, but when I put it in order, nothing happens after the second one is supposed to have ended.  I can only assume something weird is going on here.  I think I may be able to solve it by adding in a Ally Thanks Hero cutscene, but we'll see. 

The second problem is that the final encounter is not playing properly.  I've got a whole bunch of villains showing up to play with my heroes, and the alert cutscene is working properly, but the start cutscene isn't playing.  I don't see anything in the script.log that jumps out at me, but I'm including what I hope is the pertinent portion of it for those wiser than me.

Spoiler
ENCOUNTER: Encounter spawn complete for 2
ENCOUNTER: Encounter cutscenes complete for 2
ENCOUNTER: Encounter goals complete for 2
ENCOUNTER: Encounter objectives complete for 2
ENCOUNTER: Encounter parameters complete for 2
ENCOUNTER: Encounter post function 'Interrogate_Setup'
-----------------------
villain ['m25obj_26', 'm25obj_28', 'm25obj_30', 'm25obj_32', 'm25obj_34', 'm25obj_36', 'm25obj_38', 'm25obj_40', 'm25obj_42']
ENCOUNTER: Encounter post function 'EncStartOnEnterMarker_Setup'
ENCOUNTER: Encounter post complete for 2
ENCOUNTER: Saving encounter data for 2
ENCOUNTER: PlayEncCutscene(): 'alertcs' : None
ENCOUNTER: PlayCutsceneFromList(): [['priority', 1], ['replace', ['villain1', 'villain'], ['hero1', 'hero']], ['cutscene', 'CS_Start()', "CS_Camera('villain1', dist=-160, yaw=0)", 'CS_Speak(\'villain1\', "Foreign interlopers! Face me or I\'ll shake this entire city to its foundations and bury you in the rubble!", force=0)', "CS_Camera('hero1', dist=-160, yaw=0)", 'CS_Shake()', 'CS_Speak(\'hero1\', "Where did THAT come from? I\'ve read the file on Sonar, and he has never been that powerful before!", force=0)', "CS_AddArrow('villain1arrow', 'villain1', arrow_type=js.ARROW_RED)", 'CS_End()']] : None ... []
CUTSCENE: request to play cutscene.
CUTSCENE:  - CS_Start()
CUTSCENE:  - CS_Camera('m25obj_26', dist=-160, yaw=0)
CUTSCENE:  - CS_Speak('m25obj_26',"Foreign interlopers! Face me or I'll shake this entire city to its foundations and bury you in the rubble!", force=0)
CUTSCENE:  - CS_Camera('hero_1', dist=-160, yaw=0)
CUTSCENE:  - CS_Shake()
CUTSCENE:  - CS_Speak('hero_1',"Where did THAT come from? I've read the file on Sonar, and he has never been that powerful before!", force=0)
CUTSCENE:  - CS_AddArrow('m25obj_26arrow', 'm25obj_26', arrow_type=js.ARROW_RED)
CUTSCENE:  - CS_End()
CUTSCENE: calling PlayCurrentCutscene 2
CUTSCENE: playing ff.CS_Start(2)
ENCOUNTER: Encounter setup complete for 2
CUTSCENE: playing ff.CS_Camera(2,'m25obj_26', dist=-160, yaw=0)
CUTSCENE: playing ff.CS_Speak(2,'m25obj_26',"Foreign interlopers! Face me or I'll shake this entire city to its foundations and bury you in the rubble!", force=0)
initAttribsForChar: working on m25obj_2 (per_futurebot)
initAttribsForChar (per_futurebot): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_4 (mech_man_flame)
initAttribsForChar (mech_man_flame): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_6 (mech_man_flame)
initAttribsForChar (mech_man_flame): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_8 (per_futurebot)
initAttribsForChar (per_futurebot): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_10 (per_futurebot)
initAttribsForChar (per_futurebot): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_12 (mech_man_flame)
initAttribsForChar (mech_man_flame): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_14 (mech_man_flame)
initAttribsForChar (mech_man_flame): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_16 (mech_man_flame)
initAttribsForChar (mech_man_flame): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_18 (per_futurebot)
initAttribsForChar (per_futurebot): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_20 (mech_man_flame)
initAttribsForChar (mech_man_flame): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_22 (per_futurebot)
initAttribsForChar (per_futurebot): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_24 (per_futurebot)
initAttribsForChar (per_futurebot): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_26 (sonar)
initAttribsForChar (sonar): looking at attribute flier
initAttribsForChar: working on m25obj_28 (count_vertigo)
initAttribsForChar (count_vertigo): looking at attribute levitate
initAttribsForChar (count_vertigo): looking at attribute disciplined
initAttribsForChar (count_vertigo): looking at attribute unheroic
initAttribsForChar: working on m25obj_30 (copperhead)
initAttribsForChar (copperhead): looking at attribute claws
initAttribsForChar (copperhead): looking at attribute nimble
initAttribsForChar (copperhead): looking at attribute danger sense
initAttribsForChar (copperhead): looking at attribute wall climbing
initAttribsForChar (copperhead): looking at attribute slippery
execInitAttrib: init slippery attribute
    on m25obj_30 of template copperhead (copperhead)
initAttribsForChar: working on m25obj_32 (goldface)
initAttribsForChar (goldface): looking at attribute jumper
initAttribsForChar (goldface): looking at attribute temperature control
initAttribsForChar (goldface): looking at attribute strange visitor
initAttribsForChar: working on m25obj_34 (solomon_grundy)
initAttribsForChar (solomon_grundy): looking at attribute fast healing
initAttribsForChar (solomon_grundy): looking at attribute unheroic
initAttribsForChar (solomon_grundy): looking at attribute hot tempered
initAttribsForChar (solomon_grundy): looking at attribute jumper
initAttribsForChar (solomon_grundy): looking at attribute toughguy2
execInitAttrib: init toughguy2 attribute
    on m25obj_34 of template solomon_grundy (solomon_grundy)
inittoughguy2: char=<m25obj_34>
inittoughguy2: initializing for m25obj_34
initAttribsForChar: working on m25obj_36 (deathstroke)
initAttribsForChar (deathstroke): looking at attribute armoured
initAttribsForChar (deathstroke): looking at attribute solid skeleton
initAttribsForChar (deathstroke): looking at attribute crack shot
initAttribsForChar (deathstroke): looking at attribute fast healing
initAttribsForChar (deathstroke): looking at attribute flier
initAttribsForChar: working on m25obj_38 (fisherman)
initAttribsForChar (fisherman): looking at attribute tough guy
initAttribsForChar (fisherman): looking at attribute solid skeleton
initAttribsForChar (fisherman): looking at attribute temperature control
initAttribsForChar (fisherman): looking at attribute jumper
initAttribsForChar (fisherman): looking at attribute armoured
initAttribsForChar: working on m25obj_42 (per_futurebot)
initAttribsForChar (per_futurebot): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_40 (per_futurebot)
initAttribsForChar (per_futurebot): looking at attribute cybernetic brain
AI: AISetRunning m25obj_2 to 0
AI: AISetRunning m25obj_4 to 0
AI: AISetRunning m25obj_6 to 0
AI: AISetRunning m25obj_8 to 0
AI: AISetRunning m25obj_10 to 0
AI: AISetRunning m25obj_12 to 0
AI: AISetRunning m25obj_14 to 0
AI: AISetRunning m25obj_16 to 0
AI: AISetRunning m25obj_18 to 0
AI: AISetRunning m25obj_20 to 0
AI: AISetRunning m25obj_22 to 0
AI: AISetRunning m25obj_24 to 0
AI: AISetRunning m25obj_26 to 0
AI: AISetRunning m25obj_28 to 0
AI: AISetRunning m25obj_30 to 0
AI: AISetRunning m25obj_32 to 0
AI: AISetRunning m25obj_34 to 0
AI: AISetRunning m25obj_36 to 0
AI: AISetRunning m25obj_38 to 0
AI: AISetRunning m25obj_40 to 0
AI: AISetRunning m25obj_42 to 0
CUTSCENE: playing ff.CS_Camera(2,'hero_1', dist=-160, yaw=0)
CUTSCENE: playing ff.CS_Shake(2)
CUTSCENE: playing ff.CS_Speak(2,'hero_1',"Where did THAT come from? I've read the file on Sonar, and he has never been that powerful before!", force=0)
CUTSCENE: playing ff.CS_AddArrow(2,'m25obj_26arrow', 'm25obj_26', arrow_type=js.ARROW_RED)
addArrow m25obj_26arrow m25obj_26 0 1
CUTSCENE: playing ff.CS_End(2)
CUTSCENE: calling cutscene return function.
CUTSCENE: no return function to call.
ENCOUNTER: Enc_CheckStart starting 2
AI: AIRun is restarting m25obj_2
AI: AISetRunning m25obj_2 to 1
AI: AIRun is restarting m25obj_4
AI: AISetRunning m25obj_4 to 1
AI: AIRun is restarting m25obj_6
AI: AISetRunning m25obj_6 to 1
AI: AIRun is restarting m25obj_8
AI: AISetRunning m25obj_8 to 1
AI: AIRun is restarting m25obj_10
AI: AISetRunning m25obj_10 to 1
AI: AIRun is restarting m25obj_12
AI: AISetRunning m25obj_12 to 1
AI: AIRun is restarting m25obj_14
AI: AISetRunning m25obj_14 to 1
AI: AIRun is restarting m25obj_16
AI: AISetRunning m25obj_16 to 1
AI: AIRun is restarting m25obj_18
AI: AISetRunning m25obj_18 to 1
AI: AIRun is restarting m25obj_20
AI: AISetRunning m25obj_20 to 1
AI: AIRun is restarting m25obj_22
AI: AISetRunning m25obj_22 to 1
AI: AIRun is restarting m25obj_24
AI: AISetRunning m25obj_24 to 1
AI: AIRun is restarting m25obj_26
AI: AISetRunning m25obj_26 to 1
AI: AIRun is restarting m25obj_28
AI: AISetRunning m25obj_28 to 1
AI: AIRun is restarting m25obj_30
AI: AISetRunning m25obj_30 to 1
AI: AIRun is restarting m25obj_32
AI: AISetRunning m25obj_32 to 1
AI: AIRun is restarting m25obj_34
AI: AISetRunning m25obj_34 to 1
AI: AIRun is restarting m25obj_36
AI: AISetRunning m25obj_36 to 1
AI: AIRun is restarting m25obj_38
AI: AISetRunning m25obj_38 to 1
AI: AIRun is restarting m25obj_40
AI: AISetRunning m25obj_40 to 1
AI: AIRun is restarting m25obj_42
AI: AISetRunning m25obj_42 to 1
ENCOUNTER: PlayEncCutscene(): 'startcs' : 'Enc_StandardStartEnable(2)'
ENCOUNTER: PlayCutsceneFromList(): None : 'Enc_StandardStartEnable(2)' ... []
GROUP: 'm25obj_2' automatically promoted to leader of group '2_minion'
GROUP: 'm25obj_2' made leader of group '2_minion'
GOAL: Adding goal Goal_Guard(1004,'m25obj_2',19) to character m25obj_4
GOAL: Adding goal Goal_Guard(1005,'m25obj_2',19) to character m25obj_6
GOAL: Adding goal Goal_Guard(1006,'m25obj_2',19) to character m25obj_8
GOAL: Adding goal Goal_Guard(1007,'m25obj_2',19) to character m25obj_10
GOAL: Adding goal Goal_Guard(1008,'m25obj_2',19) to character m25obj_12
GOAL: Adding goal Goal_Guard(1009,'m25obj_2',19) to character m25obj_14
GOAL: Adding goal Goal_Guard(1010,'m25obj_2',19) to character m25obj_16
GOAL: Adding goal Goal_Guard(1011,'m25obj_2',19) to character m25obj_18
GOAL: Adding goal Goal_Guard(1012,'m25obj_2',19) to character m25obj_20
GOAL: Adding goal Goal_Guard(1013,'m25obj_2',19) to character m25obj_22
GOAL: Adding goal Goal_Guard(1014,'m25obj_2',19) to character m25obj_24
GOAL: Adding goal Goal_Guard(1015,'m25obj_2',19) to character m25obj_26
GOAL: Adding goal Goal_Guard(1016,'m25obj_2',19) to character m25obj_28
GOAL: Adding goal Goal_Guard(1017,'m25obj_2',19) to character m25obj_30
GOAL: Adding goal Goal_Guard(1018,'m25obj_2',19) to character m25obj_32
GOAL: Adding goal Goal_Guard(1019,'m25obj_2',19) to character m25obj_34
GOAL: Adding goal Goal_Guard(1020,'m25obj_2',19) to character m25obj_36
GOAL: Adding goal Goal_Guard(1021,'m25obj_2',19) to character m25obj_38
GOAL: Adding goal Goal_Guard(1022,'m25obj_2',19) to character m25obj_40
GOAL: Adding goal Goal_Guard(1023,'m25obj_2',19) to character m25obj_42
GROUP: '2_minion' set to guard 'm25obj_2'
GOAL: Adding goal Goal_StayWithTeam(1024,20) to character m25obj_2
ENCOUNTER: -- custom check end EncCustom_VillainsFight_CheckEnd(2) - None
ENCOUNTER: -- custom check end EncCustom_AlliesFightVillains_CheckEnd(2) - ['no allies']

And here is the final encounter:

Spoiler
#---------------------------------------

Encounter: Attack6
Type: Interrogation
Villains: sonar, count_vertigo, copperhead, goldface, solomon_grundy, deathstroke, fisherman, per_futurebot, per_futurebot
Minions: per_futurebot, mech_man_flame
Next: None

Alert Cutscene:
Camera on Villain1
Villain1 says, "Foreign interlopers! Face me or I'll shake this entire city to its foundations and bury you in the rubble!"
Camera on Hero1
Shake Camera
Hero1 says, "Where did THAT come from? I've read the file on Sonar, and he has never been that powerful before!"
Red Arrow on Villain1

Start Cutscene:
Camera on Hero1
Hero1 moves to Villain1
Hero2 moves to Villain1
Hero3 moves to Villain1
Hero4 moves to Villain1
Hero1 turns to Villain1
Hero1 says, "We're here Sonar...but you can't seriously think that you can take on the Justice League. Even if you beat us, there is no way the UN will allow this kind of attack to go unanswered. "
Cinematic camera on Villain1
Villain1 says, "Ahh...the wheels of democracy turn slowly...especially when it comes to war. The world doesn't have the will that I do...that our leader does. Even if they can stop bickering long enough to challenge us, we are not afraid of anything this world can throw at us."
Hero2 turns to Villain1
Villain1 says, "You have already had a taste of my power, yes? I have much greater range than ever before. It isn't of great use against a single target...but now cities will tremble before me...or fall beneath me. This is the least of the wonders that our leader can bring to bear...and I am hardly alone."
Villain1 says, "When all is said and done, my beloved nation of Modora will take its rightful place as the center of an empire worthy of it, and of me."
Villain2 says, "BOTH our nations will have the glory denied them...don't forget that Sonar."
Cinematic camera on Hero2
Hero2 says, "Quite a motely assortment of scum you've collected."
Cinematic camera on Villain1
Villain1 says, "Yes...they are willing to fight and conquer for mere money, but they serve as adequate insurance against the interference of fools like you."
Villain5 says, "When Grundy get gold? Grundy was promised gold!"
Villain3 says, "Yessss...when do we get paid?"
Villain6 says, "Amateurs, we'll get paid when the job is done, and it looks to me like these heores have just become the job."
Villain1 says, "Very astute Deathstroke. Maybe you are worth what we're paying after all. Kill them!"

Interrogation Cutscene:
camera on Villain1
Hero1 moves to Villain1
Villain1 says, "Uhhh...please...no more...what do you want to know?"
Hero1 says, "What is behind all this?"
Villain1 says, "A...brilliant man...named Degaton, Per Degaton...contacted me."
Villain1 says, "He told me that he was going to be great...told me that he was going to SIEZE greatness...and that I could join him in rising. He showed me technological wonders...and he said he wanted an empire. I was supposed to have a part of it...Modora!"
Hero1 says, "Where! Where can we find this guy?"
Villain1 says, "He...our base of operations is a castle in the mountains to the east...."
Fade for 3 seconds

#---------------------------------------


As you can see, it isn't anything fancy, just an interrogation encounter.  I'm baffled.  I'll continue testing the other stuff, and hopefully someone can help me figure this out.

:EDIT: A quick update, JSA#1 is working and pretty much done.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

BentonGrey

Grr!  Okay, so the last encounter is working fine now...EXCEPT that when you defeat the primary villain (Sonar), just as he SHOULD be getting the interrogation symbol, I'm getting a CTD!  Neither FF.log, nor script.log have anything that points to something like this.  Help!

The updated encounter:

Spoiler
#---------------------------------------

Encounter: Attack6
Type: Interrogation
Villains: sonar, count_vertigo, copperhead, goldface, solomon_grundy, deathstroke, fisherman, per_futurebot, per_futurebot
Minions: per_futurebot, mech_man_flame
Next: End

Alert Cutscene:
Camera on sonar
sonar says, "Foreign interlopers! Face me or I'll shake this entire city to its foundations and bury you in the rubble!"
Camera on Hero1
Shake Camera
Hero1 says, "Where did THAT come from? I've read the file on Sonar, and he has never been that powerful before!"
Red Arrow on sonar

Start Cutscene:
Camera on Hero1
Hero1 moves to sonar
Hero2 moves to sonar
Hero3 moves to sonar
Hero4 moves to sonar
Hero1 turns to sonar
Hero1 says, "We're here Sonar...but you can't seriously think that you can take on the Justice League. Even if you beat us, there is no way the UN will allow this kind of attack to go unanswered. "
Cinematic camera on sonar
sonar says, "Ahh...the wheels of democracy turn slowly...especially when it comes to war. The world doesn't have the will that I do...that our leader does. Even if they can stop bickering long enough to challenge us, we are not afraid of anything this world can throw at us."
Hero2 turns to sonar
sonar says, "You have already had a taste of my power, yes? I have much greater range than ever before. It isn't of great use against a single target...but now cities will tremble before me...or fall beneath me. This is the least of the wonders that our leader can bring to bear...and I am hardly alone."
sonar says, "When all is said and done, my beloved nation of Modora will take its rightful place as the center of an empire worthy of it, and of me."
count_vertigo says, "BOTH our nations will have the glory denied them...don't forget that Sonar."
Cinematic camera on Hero2
Hero2 says, "Quite a motely assortment of scum you've collected."
Cinematic camera on sonar
sonar says, "Yes...they are willing to fight and conquer for mere money, but they serve as adequate insurance against the interference of fools like you."
solomon_grundy says, "When Grundy get gold? Grundy was promised gold!"
copperhead says, "Yessss...when do we get paid?"
deathstroke says, "Amateurs, we'll get paid when the job is done, and it looks to me like these heores have just become the job."
sonar says, "Very astute Deathstroke. Maybe you are worth what we're paying after all. Kill them!"

Interrogation Cutscene:
Camera on sonar
Hero1 moves to sonar
sonar says, "Uhhh...please...no more...what do you want to know?"
Hero1 says, "What is behind all this?"
sonar says, "A...brilliant man...named Degaton, Per Degaton...contacted me."
sonar says, "He told me that he was going to be great...told me that he was going to SIEZE greatness...and that I could join him in rising. He showed me technological wonders...and he said he wanted an empire. I was supposed to have a part of it...Modora!"
Hero1 says, "Where! Where can we find this guy?"
sonar says, "He...our base of operations is a castle in the mountains to the east...."
Fade for 3 seconds
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

GogglesPizanno

Its been a while since i did any EZScript stuff so I'm just spitballing, but could it be an issue with you specifying Sonar as the villain during the interrogation cutscene? Since you have so many villains, what if Sonar is the first one killed. If the game has removed him, and then the cutscene is specifically targeting him, it seems to me that it might crash because that character doesn't exist anymore to be the target of the camera.

But like I say. Im rusty so its just a random guess.

BentonGrey

According to my understanding Goggles, I don't think that is likely.  EZScript, as far as I know, picks the first villain in a list and makes them the target of interrogations.  Besides, in this instance I killed everyone else with the developer console to see if the thing was working right.  I beat Sonar last, with in game powers.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

BentonGrey

#102
So, I went a different way with the mission, and things seem to be working out.  I've got a new question for any of those with EZScript experience.  I'm facing the same problem I did when I was working on my last JLA missions.  I want to offer the player a chance to chose his or her team, but if I do that, then the rest of the JSA/JLA won't be able to join them, as I have no way to figure out who they chose.  I was thinking that there might be a way to handle this through the Simple Choice plugin, but I can't think of any good way to go about it.  Does anyone have any ideas?

:EDIT:  Hmm...what if...I spawn ALL of the characters, and then I do four simple choice encounters, in which the players say who they chose, and each one of those points to ANOTHER encounter that kills the spawned character that they say they have on the mission?

:EDIT2: No ideas?
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

BentonGrey

Urg....so, one of the things I've been doing with my time is trying to improve the original 3 campaigns included in the DCUG.  I specifically wanted to improve a certain exposition heavy cutscene in JLA.  I tried to make it a bit more dynamic, and that grew into me creating an entire new mission.  I can't get the darn thing to work, and I'm sick of beating my head against a wall.  What follows is the mission file.  Does anyone see any reason this shouldn't work?  I want it to basically be one big cutscene.  Is there an easier way to do this?  It works until the third encounter, and that cs never plays.

Spoiler
Story: 05ajla

#-----------------------------------------

Encounter: Begin1
Type: Alliance
Allies: martian_man, superman, batman, flash, green_lantern
Marker: skirmishspawn
Next: Chat1

#-----------------------------------------

Encounter: Chat1
Type: Cutscene
Next: Chat2

Start Cutscene:
Unfade for 3 seconds
Cinematic camera on martian_man
superman says, "W-where are we? A moment ago we were standing in that army base..."
batman says, "It looks like...Mars?"
green_lantern says, "You've got good eyes Bats...it looks JUST like Mars."
martian_man says, "Yes. It is...or rather, it is a memory of a place that no longer exists."
batman says, "Telepathy. I don't like people in my head."
flash turns to green_lantern
flash says, "I'm sure it's crowded enough in there already."
flash turns to martian_man
martian_man says, "Please, I mean no harm. I only wish to answer your questions...and this is the best way that I have at my disposal. The threat that faces your world is not new..."
martian_man says, "It began many millenia ago, in the days before your people had so much as discovered fire. My homeworld, Mars, was in turmoil, the great prophet H'ronmeer was trying to unite our people and bring peace to the troubled planet."
martian_man plays animation ranged_2
martian_man says, "He had almost succeeded when a sect of our people called the S'ourns betrayed him, murdering him and almost destroying the peace he had created, but the rest of the Martians drew together, honoring his memory, and his dream was not lost."
martian_man says, "Follow me, and observe the final days of my home."
martian_man moves to city1

#-----------------------------------------

Encounter: Chat2
Type: Fight
Allies: martian_mann, martian_mann, martian_mann, martian_mann, martian_mann, martian_mann, martian_mann
Villains: white_martian, white_martian, white_martian, white_martian, white_martian, white_martian, white_martian, martian_walker, martian_walker, martian_walker, martian_fighter, martian_fighter
Marker: city1
Next: End

Alert Cutscene:
Camera on city1
Ally1 moves to spot1
Ally2 moves to spot2
Ally3 plays animation ranged
martian_man says, "The S'ourns were banished to the vast emptiness of space, cast adrift far from the warmth of the suns, and a golden age began. My world was a paradise, it's people pursuing art and literature instead of war and destruction. Our civilization had achieved peace and prosperity and we were happy...until they returned."
Ally2 moves to city1
Villain1 moves to dot1
Villain2 moves to dot2
Villain3 moves to dot3
Villain4 moves to dot4
Villain5 moves to dot5
Villain6 moves to dot6
martian_man says, "The S'ourns had escaped their exile and they returned, much changed by their ordeal. They were pale and hideous, twisted by being trapped so long with the evil of their own hearts. They invaded, and...fed upon my people."
Cinematic camera on Villain1
Villain1 moves to Ally2
Ally2 turns to Villain1
Villain1 plays animation ranged
Ally2 plays animation stunned
Play effect effect_mentor at Ally2
Ally2 is killed
Villain7 moves to dot7
Villain8 moves to dot8
Villain9 moves to dot9
Ally1 turns to spot2
Ally3 turns to spot2
Ally4 turns to spot2
Ally5 turns to spot2
Ally6 turns to spot2
Ally7 turns to spot2
Villain10 moves to dot10
Villain11 moves to dot11
Villain12 moves to dot12
martian_man says, "All Martians are telepathic, and there is no greater crime than to invade another's mind, but these creatures who had once been Martains now preyed upon their brethren. They had become a type of psychic vampire, draining the strength and knowledge of my people to increase their own."
Cinematic camera on Villain4
Villain4 plays animation ranged
Camera on Ally4
Ally4 plays animation stunned
Ally4 is killed
Cinematic camera on Villain5
Villain 5 plays animation ranged
Camera on Ally5
Ally5 plays animation stunned
Ally5 is killed
Cinematic camera on Ally6
Ally6 moves to Villain1
martian_man says, "We had abandoned war centuries before, but we relearned the craft quickly. We fought bravely, but we were outmatched. I was a Manhunter, a lawkeeper, a defender of the people, but even the Manhunters could not stem the tide."
Ally6 plays animation melee
Ally3 moves to Villain4
Villain1 plays animation stunned
Villain1 is killed
Cinematic camera on Ally3
Ally plays animation melee
Villain4 plays animation stunned
Villain4 is killed
Cinematic camera on Villain9
Villain9 turns to Ally1
Villain9 plays animation ranged
Play effect effect_nuke at Ally1
Ally1 is killed
Ally3 is killed
Ally6 is killed
Ally7 is killed
Cinematic camera on martian_man
martian_man turns to aquaman_classic
martian_man plays animation stunned
martian_man says, "I...I was there at the end. I led the last, desperate raid in the twilight hours of the war. We invaded their subterannean citadel, and released a powerful nerve gas that paralyzed them all. Our last gambit had been successful, but the cost...ohh, the cost!"
Camera on martian_man
martian_man plays animation recover_from_stun
martian_man says, "I was...I am, the last Martian. I sealed their citadel, condeming them to an eternity of paralysis, but while I was in a hybernation cycle explorers from your planet released them. When I awoke I discovered what had happened and attempted to warn your world...to spare it the destruction that my own suffered."
batman moves to martian_man
Cinematic camera on batman
batman says, "But you were captured by the military and imprisoned."
Camera on martian_man
superman moves to martian_man
martian_man says, "Yes, they did not trust me...and now it is too late."
Cinematic camera on superman to martian_man
superman says, "No...now we know what they are, we know what we're fighting, we have a real chance!"
martian_man says, "You don't understand...it is beginning!"
Fade for 3 seconds
Villain2 is killed
Villain3 is killed
Villain5 is killed
Villain6 is killed
Villain7 is killed
Villain8 is killed
Villain9 is killed
Villain10 is killed
Villain11 is killed
Villain12 is killed

#-----------------------------------------
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

GogglesPizanno

Have you tried changing the offending encounter from an alert cutscene to a start custscene. I remember in the past I always had weird issues trying to do Dialogue and what not in an alert CS. So I always used the alert CS to set arrows and positions etc, but any dialogue story stuff I put in the start CS.

BentonGrey

#105
Haha, yeah, I actually just changed it from "Start" to "Alert" in a desperate attempt to get it to work.  It's been a "Cutscene" type encounter, and the CS itself has been both Start and Alert.  There is nothing in the script.log, by the way.  I suppose what I'm really looking for is just a way to have this mission work like a long cutscene, get this information across, and keep it moderately entertaining.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

John Jr.

Quote from: M25 on January 10, 2009, 11:00:42 PM
I sent a patch to the email address I had for you (the yahoo one).  It should correct an issue with the cinematic camera and with the disarm bomb encounter not preventing the explosion.

The bomb is spawned at <encounter_marker>_bomb1




I am facing the same problem as Benton with a "disarm bomb" encounter on my Legion mod's first mission. Where I can get this patch?
Thanks!

BentonGrey

If it isn't in his newest patches, then I likely have it somewhere...but I don't remember what files they were.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

John Jr.

I got EZ script campaign V1.1 and still have the " bomb problem". I believe the patch is the only way to fix it, please let me know if someone can send me the files.
Thanks!

BentonGrey

I'll try and look this weekend John.  If I haven't sent you SOMETHING by Sunday, PM me.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

John Jr.

Thanks a lot, Benton!
I really want make this mod, but never will be able without help.
Once again, thanks!

BentonGrey

I've got a question for those of you in the know; is there a way to UNrecruit someone through EZScript?  In my JLA/JSA campaign, I want the player to be able to choose some JSAers occasionally, but I don't want them to be available in future arcs.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

earl of bronze

Here is my script from the DCU

>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
Starting ffx.py v. 3.3.1 build 0; branch = main release update
Loading m25ai.py v. 3.2.0 build 10; branch = beta 2: m25 branch 2
importing missionobjvar.py v1.20
importing MLOG Reader 1.0.23
loading datfiles version 0.256000
Starting General Utilities 1.0.1
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Campaign play.
Loading m25cutscene.py v.3.3.08 January 18, 2010
CustomHeadCurrentTime 1270924597.515000
Starting Height Check module 1.4
Starting System Utilities 1.5
OBJECTS_HEIGHT: 604 entries
NIF_OBJECTS: 482 entries
BUILDINGS_IN_OBJECTS_DAT: 30 entries
BUILDING_DIMENSIONS: 30 entries
Starting skXMapInfo.py  v 0.79 beta
skXMapInfo: m25ai available
Campaign_ReadObjects() warning: object template <jm_pad_white> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad_green> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad_brown> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
FFX Mission Plugin 'firehydrant' imported
FFX Mission Plugin 'zombie' imported
Loading freeroam_keepbuildingdamage.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'freeroam_keepbuildingdamage' imported
FFX Mission Plugin 'm25ai_lowjumper' imported
FFX Mission Plugin 'm25ai_realitymanipulation' imported
FFX Mission Plugin 'cutscene_power' imported
Loading m25enc.py v.3.3.09 Feb 2, 2010
Loading m25freeroam.py v. 3.2.0 build 7; branch = m25 branch 1
FFX Mission Plugin 'm25encexit' imported
Loading     m25enc_OPENDOOR.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_opendoor' imported
FFX Mission Plugin 'm25enc_reqchar' imported
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_simplechoice' imported
Loading m25pstory.py  v.3.3.07 January 30, 2009
FFX Mission Plugin 'm25encstory' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\base.py executed
! GetMapInfo
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
initialising FFQ_initialiseExtras()
Plugin 'firehydrant' OnPostInit() called
Plugin 'zombie' has no OnPostInit()
Plugin 'freeroam_keepbuildingdamage' OnPostInit() called
Plugin 'm25ai_lowjumper' has no OnPostInit()
Plugin 'm25ai_realitymanipulation' has no OnPostInit()
Plugin 'cutscene_power' has no OnPostInit()
Plugin 'm25encexit' has no OnPostInit()
Plugin 'm25enc_opendoor' has no OnPostInit()
Plugin 'm25enc_reqchar' has no OnPostInit()
Plugin 'm25enc_simplechoice' has no OnPostInit()
Plugin 'm25encstory' has no OnPostInit()

earl of bronze

My script with the JSA mission problem:


>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
Starting ffx.py v. 3.3.1 build 0; branch = main release update
Loading m25ai.py v. 3.2.0 build 10; branch = beta 2: m25 branch 2
importing missionobjvar.py v1.20
importing MLOG Reader 1.0.23
loading datfiles version 0.256000
Starting General Utilities 1.0.1
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Campaign play.
Loading m25cutscene.py v.3.3.08 January 18, 2010
CustomHeadCurrentTime 1271207764.312000
Starting Height Check module 1.4
Starting System Utilities 1.5
OBJECTS_HEIGHT: 604 entries
NIF_OBJECTS: 482 entries
BUILDINGS_IN_OBJECTS_DAT: 30 entries
BUILDING_DIMENSIONS: 30 entries
Starting skXMapInfo.py  v 0.79 beta
skXMapInfo: m25ai available
Campaign_ReadObjects() warning: object template <jm_pad_white> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad_green> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad_brown> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
FFX Mission Plugin 'firehydrant' imported
FFX Mission Plugin 'zombie' imported
Loading freeroam_keepbuildingdamage.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'freeroam_keepbuildingdamage' imported
FFX Mission Plugin 'm25ai_lowjumper' imported
FFX Mission Plugin 'm25ai_realitymanipulation' imported
FFX Mission Plugin 'cutscene_power' imported
Loading m25enc.py v.3.3.09 Feb 2, 2010
Loading m25freeroam.py v. 3.2.0 build 7; branch = m25 branch 1
FFX Mission Plugin 'm25encexit' imported
Loading     m25enc_OPENDOOR.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_opendoor' imported
FFX Mission Plugin 'm25enc_reqchar' imported
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_simplechoice' imported
Loading m25pstory.py  v.3.3.07 January 30, 2009
FFX Mission Plugin 'm25encstory' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\mission.py executed
! GetMapInfo
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = '01_JSA_DS_CASTLE_DOOM'
initialising FFX: skirmish=0
mapinfocaliper0 is not a valid explosion object
mapinfocaliper2 is not a valid explosion object
mapinfocaliper1 is not a valid explosion object
mapinfocaliper3 is not a valid explosion object
storing hero_1: id_1,140
storing hero_2: id_2,334
storing hero_3: id_3,132
storing hero_4: id_4,37
frank nazi_general lab1_villain1
tom nazi_rifleman lab1_villain2
dick nazi_rifleman lab1_villain3
harry nazi_rifleman lab1_villain4
john nazi_gunner lab1_villain5
jack nazi_grenadier lab1_villain6
joe nazi_gunner lab1_villain7
bob doctor lab1_ally1
m25obj_2 per_degaton lab1_ally2
m25obj_4 nazi_rifleman lab2_villain1
m25obj_6 nazi_rifleman lab2_villain2
m25obj_8 nazi_gunner lab2_villain3
m25obj_10 nazi_gunner lab2_villain4
m25obj_12 nazi_grenadier lab2_villain5
m25obj_14 nazi_gunner lab2_villain6
m25obj_16 nazi_gunner lab2_villain7
m25obj_18 nazi_general lab3_villain1
m25obj_20 nazi_rifleman lab3_villain2
m25obj_22 nazi_grenadier lab3_villain3
m25obj_24 nazi_gunner lab3_villain4
m25obj_26 nazi_gunner lab3_villain5
m25obj_28 nazi_grenadier lab3_villain6
m25obj_30 nazi_rifleman lab3_villain7
m25obj_32 nazi_gunner lab3_villain8
m25obj_34 nazi_rifleman lab4_villain1
m25obj_36 nazi_rifleman lab4_villain2
m25obj_38 nazi_gunner lab4_villain3
m25obj_40 nazi_gunner lab4_villain4
m25obj_42 nazi_gunner lab4_villain5
m25obj_44 nazi_rifleman lab4_villain6
m25obj_46 nazi_gunner lab4_villain7
m25obj_48 nazi_gunner lab4_villain8
m25obj_50 nazi_rifleman lab5_villain1
m25obj_52 nazi_rifleman lab5_villain2
m25obj_54 nazi_gunner lab5_villain3
m25obj_56 nazi_gunner lab5_villain4
m25obj_58 nazi_gunner lab5_villain5
m25obj_60 nazi_gunner lab5_villain6
m25obj_62 nazi_gunner lab5_villain7
m25obj_64 nazi_gunner lab5_villain8
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (-45.0, 45.0, 1.0, 0.800000011921, (1.0, 1.0, 1.0))
clearCarrierRegistration: clearing attribute 'hextothrow2hero_1' for destroyed object 'mapinfocaliper0'
clearCarrierRegistration: clearing attribute 'energizetograpplehero_1' for destroyed object 'mapinfocaliper0'
clearCarrierRegistration: clearing attribute 'hextothrow2hero_4' for destroyed object 'mapinfocaliper0'
clearCarrierRegistration: clearing attribute 'hextothrow2hero_1' for destroyed object 'mapinfocaliper1'
clearCarrierRegistration: clearing attribute 'energizetograpplehero_1' for destroyed object 'mapinfocaliper1'
clearCarrierRegistration: clearing attribute 'hextothrow2hero_4' for destroyed object 'mapinfocaliper1'
clearCarrierRegistration: clearing attribute 'hextothrow2hero_1' for destroyed object 'mapinfocaliper2'
clearCarrierRegistration: clearing attribute 'energizetograpplehero_1' for destroyed object 'mapinfocaliper2'
clearCarrierRegistration: clearing attribute 'hextothrow2hero_4' for destroyed object 'mapinfocaliper2'
clearCarrierRegistration: clearing attribute 'hextothrow2hero_1' for destroyed object 'mapinfocaliper3'
clearCarrierRegistration: clearing attribute 'energizetograpplehero_1' for destroyed object 'mapinfocaliper3'
clearCarrierRegistration: clearing attribute 'hextothrow2hero_4' for destroyed object 'mapinfocaliper3'
initAttribsForChar: working on m25obj_12 (nazi_grenadier)
initAttribsForChar: working on m25obj_22 (nazi_grenadier)
initAttribsForChar: working on m25obj_30 (nazi_rifleman)
initAttribsForChar (nazi_rifleman): looking at attribute timid
initAttribsForChar: working on m25obj_54 (nazi_gunner)
initAttribsForChar: working on m25obj_50 (nazi_rifleman)
initAttribsForChar (nazi_rifleman): looking at attribute timid
initAttribsForChar: working on hero_2 (flash1)
initAttribsForChar (flash1): looking at attribute wall climbing
initAttribsForChar (flash1): looking at attribute danger sense
initAttribsForChar (flash1): looking at attribute nimble
initAttribsForChar (flash1): looking at attribute fast healing
initAttribsForChar (flash1): looking at attribute rapid metabolism
initAttribsForChar: working on m25obj_60 (nazi_gunner)
initAttribsForChar: working on m25obj_64 (nazi_gunner)
initAttribsForChar: working on m25obj_24 (nazi_gunner)
initAttribsForChar: working on m25obj_6 (nazi_rifleman)
initAttribsForChar (nazi_rifleman): looking at attribute timid
initAttribsForChar: working on m25obj_14 (nazi_gunner)
initAttribsForChar: working on m25obj_18 (nazi_general)
initAttribsForChar: working on m25obj_34 (nazi_rifleman)
initAttribsForChar (nazi_rifleman): looking at attribute timid
initAttribsForChar: working on frank (nazi_general)
initAttribsForChar: working on m25obj_2 (per_degaton)
initAttribsForChar (per_degaton): looking at attribute disciplined
initAttribsForChar (per_degaton): looking at attribute unheroic
initAttribsForChar (per_degaton): looking at attribute summoner4
execInitAttrib: init summoner4 attribute
    on m25obj_2 of template per_degaton (per_degaton)
initAttribsForChar (per_degaton): looking at attribute metashieldp
execInitAttrib: init metashieldp attribute
    on m25obj_2 of template per_degaton (per_degaton)
initAttribsForChar (per_degaton): looking at attribute dispersed
execInitAttrib: init dispersed attribute
    on m25obj_2 of template per_degaton (per_degaton)
initAttribsForChar: working on m25obj_10 (nazi_gunner)
initAttribsForChar: working on harry (nazi_rifleman)
initAttribsForChar (nazi_rifleman): looking at attribute timid
initAttribsForChar: working on m25obj_46 (nazi_gunner)
initAttribsForChar: working on bob (doctor)
initAttribsForChar: working on m25obj_38 (nazi_gunner)
initAttribsForChar: working on m25obj_42 (nazi_gunner)
initAttribsForChar: working on hero_3 (hourman_miraclo)
initAttribsForChar (hourman_miraclo): looking at attribute grim resolve
initAttribsForChar (hourman_miraclo): looking at attribute heroic
initAttribsForChar (hourman_miraclo): looking at attribute shake it off
initAttribsForChar (hourman_miraclo): looking at attribute jumper
initAttribsForChar (hourman_miraclo): looking at attribute miraclo
execInitAttrib: init miraclo attribute
    on hero_3 of template hourman_miraclo (hourman_miraclo)
initAttribsForChar: working on m25obj_20 (nazi_rifleman)
initAttribsForChar (nazi_rifleman): looking at attribute timid
initAttribsForChar: working on tom (nazi_rifleman)
initAttribsForChar (nazi_rifleman): looking at attribute timid
initAttribsForChar: working on joe (nazi_gunner)
initAttribsForChar: working on m25obj_26 (nazi_gunner)
initAttribsForChar: working on m25obj_8 (nazi_gunner)
initAttribsForChar: working on m25obj_44 (nazi_rifleman)
initAttribsForChar (nazi_rifleman): looking at attribute timid
initAttribsForChar: working on m25obj_62 (nazi_gunner)
initAttribsForChar: working on m25obj_48 (nazi_gunner)
initAttribsForChar: working on hero_1 (atom_I)
initAttribsForChar (atom_I): looking at attribute fearless
execInitAttrib: init fearless attribute
    on hero_1 of template atom_I (atom_I)
initAttribsForChar (atom_I): looking at attribute wall climbing
initAttribsForChar (atom_I): looking at attribute tough guy
initAttribsForChar (atom_I): looking at attribute clumsy
initAttribsForChar (atom_I): looking at attribute wrestler
execInitAttrib: init wrestler attribute
    on hero_1 of template atom_I (atom_I)
initAttribsForChar: working on m25obj_16 (nazi_gunner)
initAttribsForChar: working on m25obj_32 (nazi_gunner)
initAttribsForChar: working on m25obj_4 (nazi_rifleman)
initAttribsForChar (nazi_rifleman): looking at attribute timid
initAttribsForChar: working on m25obj_28 (nazi_grenadier)
initAttribsForChar: working on m25obj_40 (nazi_gunner)
initAttribsForChar: working on m25obj_36 (nazi_rifleman)
initAttribsForChar (nazi_rifleman): looking at attribute timid
initAttribsForChar: working on hero_4 (mrterrific)
initAttribsForChar (mrterrific): looking at attribute grim resolve
initAttribsForChar (mrterrific): looking at attribute heroic
initAttribsForChar (mrterrific): looking at attribute shake it off
initAttribsForChar (mrterrific): looking at attribute wall climbing
initAttribsForChar (mrterrific): looking at attribute nimble
initAttribsForChar: working on m25obj_58 (nazi_gunner)
initAttribsForChar: working on jack (nazi_grenadier)
initAttribsForChar: working on dick (nazi_rifleman)
initAttribsForChar (nazi_rifleman): looking at attribute timid
initAttribsForChar: working on john (nazi_gunner)
initAttribsForChar: working on m25obj_56 (nazi_gunner)
initAttribsForChar: working on m25obj_52 (nazi_rifleman)
initAttribsForChar (nazi_rifleman): looking at attribute timid
Plugin 'firehydrant' OnPostInit() called
Plugin 'zombie' has no OnPostInit()
Plugin 'freeroam_keepbuildingdamage' OnPostInit() called
Plugin 'm25ai_lowjumper' has no OnPostInit()
Plugin 'm25ai_realitymanipulation' has no OnPostInit()
Plugin 'cutscene_power' has no OnPostInit()
Plugin 'm25encexit' has no OnPostInit()
Plugin 'm25enc_opendoor' has no OnPostInit()
Plugin 'm25enc_reqchar' has no OnPostInit()
Plugin 'm25enc_simplechoice' has no OnPostInit()
Plugin 'm25encstory' has no OnPostInit()
Template_GetHeight() non-fatal error:
    template 'doctor' not found in list of template heights.
    To detect approximate height, use
    checkHeight(templateList, precise = 'no', repeat = 0, replace = 0, giants = 1, campaign = 0)
Template_GetHeight() non-fatal error:
    template 'per_degaton' not found in list of template heights.
    To detect approximate height, use
    checkHeight(templateList, precise = 'no', repeat = 0, replace = 0, giants = 1, campaign = 0)
Traceback (innermost last):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25cutscene.py", line 93, in PlayCurrentCutscene
    exec cs_string
  File "<string>", line 1, in ?
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25cutscene.py", line 223, in CS_Effect
    js.Object_PlayEffect(location, effect)
RuntimeError: Object_PlayEffect(): Effect NIF not found - effect_portal_activate
clearCarrierRegistration: clearing attribute 'hextothrow2hero_1' for destroyed object 'bob'
clearCarrierRegistration: clearing attribute 'energizetograpplehero_1' for destroyed object 'bob'
clearCarrierRegistration: clearing attribute 'hextothrow2hero_4' for destroyed object 'bob'

BentonGrey

Alright, this is telling me that your effect, "effect_portal_activate" is missing, which doesn't make any sense, since it is a built in effect.  Check this directory: Data\art\library\fx\fx_levels\large_portal_object\large_portal_activate.nif  and see if the file is there.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

earl of bronze

Quote from: BentonGrey on April 14, 2010, 11:30:12 PM
Alright, this is telling me that your effect, "effect_portal_activate" is missing, which doesn't make any sense, since it is a built in effect.  Check this directory: Data\art\library\fx\fx_levels\large_portal_object\large_portal_activate.nif  and see if the file is there.

In my DCUG folder I have art/library/fx/ but no fx levels folder. There are 4 folders textures, ffx, generic and generic states.


BentonGrey

Right, but it should be in your generic Data folder, the one you get from unpacking your art.dat file.  If you haven't done that, that could be the problem.  I'll upload that file and you can simply drop it into your DCUG directory, then the mission should work.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

earl of bronze

My bad, I should have told you I checked my Data\art\library\fx folder first and just have 2 folders, textures and generic in it. That's why I then went to the DCU folder.

BentonGrey

#118
Okey doke EoH, this could actually be behind some of your earlier weirdnesses.  I suppose the simplest thing to do is for me simply to put all of that up for you to download.  I'll do that now.

http://www.mediafire.com/?0zmjhg5h2xi
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

earl of bronze