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JKC wrestles w/EZ Script

Started by JKCarrier, February 12, 2009, 05:01:00 PM

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JKCarrier

This isn't specifically an EZScript question, but I'll throw it out here anyway, since it relates to my mod:

I'm having trouble getting FFX swaps to work with my built-in characters. Here's the ffxcustom.py entry:

["batgirl","speedincrease","throw","batgirl judo toss"],
["batgirl","energise","grapple","batgirl wrestling hold"],
["robin","energise","tangle","robin bat bola"],
]


Instead of the swaps, they're just doing energize and speed increase.

Here's the script.log:

>>> 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. 3.3.0 build 3; branch = Gold v.3.3 with Patch
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.3.2.0 final; May 27, 2007
CustomHeadCurrentTime 1256171941.707000
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
Loading m25aiopt.py v.3.2.0 final; branch = swingman 4
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_OPENDOOR.py v.1.0.0 build 0; branch = main
Loading m25enc.py v.3.2.0 July 27, 2008
FFX Mission Plugin 'm25enc_opendoor' imported
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_simplechoice' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
Loading m25pstory.py v.3.2.0 final; May 27, 2008
>>> C:\Users\J. Kevin Carrier\AppData\Local\Irrational Games\Freedom Force vs the 3rd Reich\temp\mission.py executed
! GetMapInfo
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'BF002_HOMECOMING'
initialising FFX: skirmish=0
mapinfocaliper0 is not a valid explosion object
mapinfocaliper1 is not a valid explosion object
mapinfocaliper2 is not a valid explosion object
mapinfocaliper3 is not a valid explosion object
storing batgirl1: id_1,62
Campaign_MakeHeroIndex: Making index <c:\program files (x86)\steam\steamapps\common\freedom force vs. the 3rd reich\batfam\HeroIndexData.txt>
m25obj_2 thug_with_bat museum1_minion1
m25obj_4 thug_with_bat museum1_minion2
m25obj_6 mafioso museum1_villain1
CS_SetLights cannot set orientation of osc_pat_park_lamp1
CS_SetLights cannot set orientation of osc_pat_park_lamp100
CS_SetLights cannot set orientation of osc_pat_park_lamp101
CS_SetLights cannot set orientation of osc_pat_park_lamp102
CS_SetLights cannot set orientation of osc_pat_park_lamp103
CS_SetLights cannot set orientation of osc_pat_park_lamp104
CS_SetLights cannot set orientation of osc_pat_park_lamp105
CS_SetLights cannot set orientation of osc_pat_park_lamp106
CS_SetLights cannot set orientation of osc_pat_park_lamp107
CS_SetLights cannot set orientation of osc_pat_park_lamp108
CS_SetLights cannot set orientation of osc_pat_park_lamp109
CS_SetLights cannot set orientation of osc_pat_park_lamp110
CS_SetLights cannot set orientation of osc_pat_park_lamp111
CS_SetLights cannot set orientation of osc_pat_park_lamp112
CS_SetLights cannot set orientation of osc_pat_park_lamp113
CS_SetLights cannot set orientation of osc_pat_park_lamp117
CS_SetLights cannot set orientation of osc_pat_park_lamp118
CS_SetLights cannot set orientation of osc_pat_park_lamp119
CS_SetLights cannot set orientation of osc_pat_park_lamp120
CS_SetLights cannot set orientation of osc_pat_park_lamp121
CS_SetLights cannot set orientation of osc_pat_park_lamp122
CS_SetLights cannot set orientation of osc_pat_park_lamp123
CS_SetLights cannot set orientation of osc_pat_park_lamp124
CS_SetLights cannot set orientation of osc_pat_park_lamp125
CS_SetLights cannot set orientation of osc_pat_park_lamp126
CS_SetLights cannot set orientation of osc_pat_park_lamp127
CS_SetLights cannot set orientation of osc_pat_park_lamp128
CS_SetLights cannot set orientation of osc_pat_park_lamp129
CS_SetLights cannot set orientation of osc_pat_park_lamp13
CS_SetLights cannot set orientation of osc_pat_park_lamp130
CS_SetLights cannot set orientation of osc_pat_park_lamp131
CS_SetLights cannot set orientation of osc_pat_park_lamp132
CS_SetLights cannot set orientation of osc_pat_park_lamp133
CS_SetLights cannot set orientation of osc_pat_park_lamp134
CS_SetLights cannot set orientation of osc_pat_park_lamp135
CS_SetLights cannot set orientation of osc_pat_park_lamp136
CS_SetLights cannot set orientation of osc_pat_park_lamp137
CS_SetLights cannot set orientation of osc_pat_park_lamp138
CS_SetLights cannot set orientation of osc_pat_park_lamp139
CS_SetLights cannot set orientation of osc_pat_park_lamp14
CS_SetLights cannot set orientation of osc_pat_park_lamp140
CS_SetLights cannot set orientation of osc_pat_park_lamp141
CS_SetLights cannot set orientation of osc_pat_park_lamp142
CS_SetLights cannot set orientation of osc_pat_park_lamp143
CS_SetLights cannot set orientation of osc_pat_park_lamp144
CS_SetLights cannot set orientation of osc_pat_park_lamp145
CS_SetLights cannot set orientation of osc_pat_park_lamp146
CS_SetLights cannot set orientation of osc_pat_park_lamp147
CS_SetLights cannot set orientation of osc_pat_park_lamp148
CS_SetLights cannot set orientation of osc_pat_park_lamp149
CS_SetLights cannot set orientation of osc_pat_park_lamp150
CS_SetLights cannot set orientation of osc_pat_park_lamp151
CS_SetLights cannot set orientation of osc_pat_park_lamp152
CS_SetLights cannot set orientation of osc_pat_park_lamp153
CS_SetLights cannot set orientation of osc_pat_park_lamp154
CS_SetLights cannot set orientation of osc_pat_park_lamp155
CS_SetLights cannot set orientation of osc_pat_park_lamp156
CS_SetLights cannot set orientation of osc_pat_park_lamp157
CS_SetLights cannot set orientation of osc_pat_park_lamp158
CS_SetLights cannot set orientation of osc_pat_park_lamp159
CS_SetLights cannot set orientation of osc_pat_park_lamp160
CS_SetLights cannot set orientation of osc_pat_park_lamp161
CS_SetLights cannot set orientation of osc_pat_park_lamp162
CS_SetLights cannot set orientation of osc_pat_park_lamp163
CS_SetLights cannot set orientation of osc_pat_park_lamp164
CS_SetLights cannot set orientation of osc_pat_park_lamp2
CS_SetLights cannot set orientation of osc_pat_park_lamp22
CS_SetLights cannot set orientation of osc_pat_park_lamp23
CS_SetLights cannot set orientation of osc_pat_park_lamp3
CS_SetLights cannot set orientation of osc_pat_park_lamp4
CS_SetLights cannot set orientation of osc_pat_park_lamp83
CS_SetLights cannot set orientation of osc_pat_park_lamp84
CS_SetLights cannot set orientation of osc_pat_park_lamp85
CS_SetLights cannot set orientation of osc_pat_park_lamp86
CS_SetLights cannot set orientation of osc_pat_park_lamp87
CS_SetLights cannot set orientation of osc_pat_park_lamp88
CS_SetLights cannot set orientation of osc_pat_park_lamp89
CS_SetLights cannot set orientation of osc_pat_park_lamp90
CS_SetLights cannot set orientation of osc_pat_park_lamp91
CS_SetLights cannot set orientation of osc_pat_park_lamp92
CS_SetLights cannot set orientation of osc_pat_park_lamp93
CS_SetLights cannot set orientation of osc_pat_park_lamp94
CS_SetLights cannot set orientation of osc_pat_park_lamp95
CS_SetLights cannot set orientation of osc_pat_park_lamp96
CS_SetLights cannot set orientation of osc_pat_park_lamp97
CS_SetLights cannot set orientation of osc_pat_park_lamp98
CS_SetLights cannot set orientation of osc_pat_park_lamp99
initialising FFQ_initialiseExtras()
clearCarrierRegistration: clearing attribute 'speedincreasetothrowbatgirl1' for destroyed object 'mapinfocaliper0'
clearCarrierRegistration: clearing attribute 'energisetograpplebatgirl1' for destroyed object 'mapinfocaliper0'
clearCarrierRegistration: clearing attribute 'speedincreasetothrowbatgirl1' for destroyed object 'mapinfocaliper1'
clearCarrierRegistration: clearing attribute 'energisetograpplebatgirl1' for destroyed object 'mapinfocaliper1'
clearCarrierRegistration: clearing attribute 'speedincreasetothrowbatgirl1' for destroyed object 'mapinfocaliper2'
clearCarrierRegistration: clearing attribute 'energisetograpplebatgirl1' for destroyed object 'mapinfocaliper2'
clearCarrierRegistration: clearing attribute 'speedincreasetothrowbatgirl1' for destroyed object 'mapinfocaliper3'
clearCarrierRegistration: clearing attribute 'energisetograpplebatgirl1' for destroyed object 'mapinfocaliper3'
initAttribsForChar: working on civilian_male1 (civilian_male)
initAttribsForChar: working on civilian_male14 (civilian_male)
initAttribsForChar: working on civilian_male2 (civilian_male)
initAttribsForChar: working on civilian_male24 (civilian_male)
initAttribsForChar: working on batgirl1 (batgirl)
initAttribsForChar (batgirl): looking at attribute wall climbing
initAttribsForChar (batgirl): looking at attribute cybernetic brain
initAttribsForChar (batgirl): looking at attribute heroic
initAttribsForChar (batgirl): looking at attribute ffqtracking
execInitAttrib: init ffqtracking attribute
    on batgirl1 of template batgirl (batgirl)
initAttribsForChar: working on civilian_male11 (civilian_male)
initAttribsForChar: working on civilian_male16 (civilian_male)
initAttribsForChar: working on civilian_male12 (civilian_male)
initAttribsForChar: working on civilian_male17 (civilian_male)
initAttribsForChar: working on civilian_male22 (civilian_male)
initAttribsForChar: working on m25obj_4 (thug_with_bat)
initAttribsForChar (thug_with_bat): looking at attribute timid
initAttribsForChar (thug_with_bat): looking at attribute weak minded
initAttribsForChar: working on m25obj_2 (thug_with_bat)
initAttribsForChar (thug_with_bat): looking at attribute timid
initAttribsForChar (thug_with_bat): looking at attribute weak minded
initAttribsForChar: working on m25obj_6 (mafioso)
initAttribsForChar (mafioso): looking at attribute disciplined
initAttribsForChar (mafioso): looking at attribute unbeliever
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 'm25enc_opendoor' has no OnPostInit()
Plugin 'm25enc_simplechoice' has no OnPostInit()
Traceback (innermost last):
  File "c:\program files (x86)\steam\steamapps\common\freedom force vs. the 3rd reich\.\batfam\missions\scripts\skXMapInfo.py", line 685, in MapInfo_CheckObjects2
    Object_UpdateGridPos (ms)
  File "c:\program files (x86)\steam\steamapps\common\freedom force vs. the 3rd reich\.\batfam\missions\scripts\skXMapInfo.py", line 565, in Object_UpdateGridPos
    if ts not in ff.MapInfo [maGrid [0]] [maGrid [1]]:
KeyError: 7
addArrow m25obj_6arrow m25obj_6 0 1


Any idea what I'm doing wrong?

Previsionary

Nothing looks wrong with your state swaps and nothing in the script.log points out any errors on that end (of course, I did just glance it). Have you tried running the powerID generator? Do your stateswaps work in rumble room at all?
Disappear when you least expe--

JKCarrier

Ah, I knew I was forgetting something. Running the Power ID fixed it. Thanks!

JKCarrier

My first mission is working well, so I moved on to mission 2...and of course, ran into problems right away.   :angry:

My hero isn't spawning. When you go to select your squad, he's right there on the list (there's only one hero available for this particular mission), but once the mission starts, it skips the initial cut scene and goes right to the first encounter, with no hero present.

It might be a map problem. The one I'm using (the "Witness" mission from the FFv3R campaign) wasn't EZScript-ready, so I had to add the "skirmishspawn" and "encounter1", "encounter2", etc. markers myself. I also deleted all the Centurions, Nazis, and other enemies, as well as some objects that I didn't want on there. Maybe I messed something up in the process?

I'm using the same map for the base screen as the mission. Is that a no-no?

Here's my EZScript:
Story: Stately Manor

#----------

Encounter: On The Lawn
Type: Cutscene
Next: For Whom The Bell Tolls, Bugs In The System, A Sprinkle A Day, Hunt A, Hunt B, Hunt C

Start Cutscene:
Unfade for 2 seconds
Camera on mansion1
narrator says, "stately wayne manor."
narrator says, "the teen wonder grew up on these palatial grounds."
narrator says, "but it seems he is no longer welcome..."
Camera on robin
robin says, "uh-oh. it looks like the security codes have been changed."
robin says, "i've got about 30 seconds to disable the alarm control box before all heck breaks loose."
robin says, "if i can just remember where it is..."

#----------

Encounter: For Whom The Bell Tolls
Type: Custom
Actions: Immediate Countdown, Object Can Be Examined
Objects: nazihq_computer_short
Time: 30
Primary Objective: "disable the alarm!" for 0 prestige and 0 xp
Next: If Timer expired: It Tolls For Thee
Next: If Timer still going: Toll Deferred

Alert Cutscene:
Yellow arrow on Object1

#----------

Encounter: It Tolls For Thee
Type: Cutscene
Next: Lose

Start Cutscene:
Set Lighting to red alert
Camera on robin
Play Sound alarm_readyroom at robin
robin plays animation stunned
robin says, "the alarm! i've blown it!"

#----------

Encounter: Toll Deferred
Type: Cutscene
Next: None

Start Cutscene:
Camera on robin
robin says, "<whew!> that takes care of the alarm."
robin says, "now, once the coast is clear, i can head down to the batcave."

#----------

Encounter: A Sprinkle A Day
Type: Examine
Objects: nazihq_computer_short
Next: None

Alert Cutscene:
Yellow arrow on Object1

Examine Cutscene:
Camera on robin
Remove Arrow on Object1
Play effect effect_ffx_rain at Object1
robin says, "oops. heh. that's just the controls to the sprinkler system."

#----------

Encounter: Bugs In The System
Type: Examine
Objects: nazihq_computer_short
Next: None

Alert Cutscene:
Yellow arrow on Object1

Examine Cutscene:
Camera on robin
Play effect effect_ffx_electricsparks at Object1
robin says, "rats. that's not the alarm box...it's just a bug zapper."

#----------

Encounter: Hunt A
Type: Hunt
Minions: lion
Primary Objective: "defeat the first patrol!" for 0 prestige and 0 xp
Next: None

#----------

Encounter: Hunt B
Type: Hunt
Minions: lion
Primary Objective: "defeat the second patrol!" for 0 prestige and 0 xp
Next: None

#----------

Encounter: Hunt C
Type: Hunt
Minions: lion
Primary Objective: "defeat the third patrol!" for 0 prestige and 0 xp
Next: None

#----------

Encounter: Cat Got Your Tongue
Type: Fight
Villains: catman
Primary Objective: "take out the final guard!" for 0 prestige and 0 xp
Starts when: Toll Deferred at End, Hunt A at End, Hunt B at End, Hunt C at End
Next: End

Alert Cutscene:
Camera on robin
Shake camera
robin says, "Uh-oh. That doesn't sound good."
Red arrow on catman

Start Cutscene:
Remove arrow on catman
Cinematic camera on robin to catman
catman says, "not so fast, teen wonder!"
robin says, "oh, you have got to be kidding me. cat-man??"
catman says, "of course! who else could tame those fierce felines to do his bidding?"
robin says, "er... catwoman?"
catman says, "that was a rhetorical question, you ninny! the claws of my robo-cat will make short work of you!"

End Cutscene:
Camera on robin
robin says, "there's no way a doofus like cat-man is the mastermind behind this."
robin says, "he's just a pawn in a bigger game."
robin says, "hopefully i can find some answers in the batcave."

#----------


And here's the script.log:
>>> 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. 3.3.0 build 3; branch = Gold v.3.3 with Patch
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.3.2.0 final; May 27, 2007
CustomHeadCurrentTime 1256349657.327000
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
Loading m25aiopt.py v.3.2.0 final; branch = swingman 4
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_OPENDOOR.py v.1.0.0 build 0; branch = main
Loading m25enc.py v.3.2.0 July 27, 2008
FFX Mission Plugin 'm25enc_opendoor' imported
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_simplechoice' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
Loading m25pstory.py v.3.2.0 final; May 27, 2008
>>> C:\Users\J. Kevin Carrier\AppData\Local\Irrational Games\Freedom Force vs the 3rd Reich\temp\mission.py executed
! GetMapInfo
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'BF003_STATELYMANOR'
initialising FFX: skirmish=0
mapinfocaliper3 is not a valid explosion object
mapinfocaliper2 is not a valid explosion object
mapinfocaliper0 is not a valid explosion object
mapinfocaliper1 is not a valid explosion object
m25obj_2 nazihq_computer_short encounter1_object1
addArrow m25obj_2arrow m25obj_2 1 1
m25obj_4 nazihq_computer_short encounter8_object1
m25obj_6 nazihq_computer_short encounter11_object1
addArrow m25obj_4arrow m25obj_4 1 1
addArrow m25obj_6arrow m25obj_6 1 1
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))
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 'm25enc_opendoor' has no OnPostInit()
Plugin 'm25enc_simplechoice' has no OnPostInit()


Previsionary

Do you have a "hero_1" marker laid out anywhere? That has to be placed for heroes not directly placed on the map so that they have somewhere to spawn. Also, yes. You can use the same map for both the base and actual mission with no problems.
Disappear when you least expe--

JKCarrier

The map had the "hero" markers on it, and I took them off, because I thought that's what the "skirmishspawn" was for.  :doh:  It's working now, thanks again!

Stay tuned for more dumb questions...  :unsure:

JKCarrier

In a "Disarm Bomb" encounter, what's the proper syntax for marking the bomb with an arrow? I tried "Yellow Arrow on Bomb", "Yellow Arrow on Bomb1", "Yellow Arrow on Object1", and even "Yellow Arrow on alarmbox" (the object template name), and none of 'em worked. I guess if all else fails, I could just put the arrow on the villain guarding it, but I was wondering if there was a correct way to do it.

M25

You can't attach an arrow directly to the bomb.  Yeah, put it on one of the villains or on a nearby object.


JKCarrier

That'll work. Thanks, M25!

A question about EZ Script Editor: When I tried to generate captions for my latest mission, I got a pop-up box with the message:

Manager.Notify: Unable to invoked notify for generate captions --- '"speech"'
Traceback (most recent call last):
  File "<string>", line 171, in captions
  File "<string>", line 183, in Notify
  File "tested\buildtested\out1.pyz/Edit.manager3", line 88, in Notify
Edit.errors.Error: see previous


Any idea what that means?

M25

Urk.  The caption generator didn't work for some reason.

There should be more to that error message if you look back a number of lines in the script.log.  Can I see the rest?


JKCarrier

Here's the script.log:

>>> 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. 3.3.0 build 3; branch = Gold v.3.3 with Patch
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.3.2.0 final; May 27, 2007
CustomHeadCurrentTime 1256858242.002000
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
Loading m25aiopt.py v.3.2.0 final; branch = swingman 4
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_OPENDOOR.py v.1.0.0 build 0; branch = main
Loading m25enc.py v.3.2.0 July 27, 2008
FFX Mission Plugin 'm25enc_opendoor' imported
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_simplechoice' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
Loading m25pstory.py v.3.2.0 final; May 27, 2008
>>> C:\Users\J. Kevin Carrier\AppData\Local\Irrational Games\Freedom Force vs the 3rd Reich\temp\mission.py executed
! GetMapInfo
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'BF004_BACKBATCAVE'
initialising FFX: skirmish=0
mapinfocaliper1 is not a valid explosion object
mapinfocaliper0 is not a valid explosion object
mapinfocaliper3 is not a valid explosion object
mapinfocaliper2 is not a valid explosion object
storing hero_1: id_1,31
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 'energisetotanglehero_1' for destroyed object 'mapinfocaliper0'
clearCarrierRegistration: clearing attribute 'energisetotanglehero_1' for destroyed object 'mapinfocaliper1'
clearCarrierRegistration: clearing attribute 'energisetotanglehero_1' for destroyed object 'mapinfocaliper2'
clearCarrierRegistration: clearing attribute 'energisetotanglehero_1' for destroyed object 'mapinfocaliper3'
initAttribsForChar: working on hero_1 (robin)
initAttribsForChar (robin): looking at attribute wall climbing
initAttribsForChar (robin): looking at attribute acrobaticamateur
execInitAttrib: init acrobaticamateur attribute
    on hero_1 of template robin (robin)
initAttribsForChar (robin): looking at attribute crack shot
initAttribsForChar (robin): looking at attribute danger sense
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 'm25enc_opendoor' has no OnPostInit()
Plugin 'm25enc_simplechoice' has no OnPostInit()
rex trex_robot trex1_object1
GetCharacterData: called on non-character rex, template=trex_robot
chemset nazihq_lab_machine_1 chemlab1_object1
lincoln penny penny1_object1
joke jokercard jokercard1_object1
batcar batmobile batmobile1_object1
batcomp batcomputer batcomputer1_object1
Traceback (innermost last):
  File "c:\program files (x86)\steam\steamapps\common\freedom force vs. the 3rd reich\.\batfam\missions\scripts\skXMapInfo.py", line 685, in MapInfo_CheckObjects2
    Object_UpdateGridPos (ms)
  File "c:\program files (x86)\steam\steamapps\common\freedom force vs. the 3rd reich\.\batfam\missions\scripts\skXMapInfo.py", line 565, in Object_UpdateGridPos
    if ts not in ff.MapInfo [maGrid [0]] [maGrid [1]]:
KeyError: 1

M25

I shouldn't post when I'm tired.  The editor doesn't post anything to script.log.

Make sure you have the editor pointing to the right directory where the language files are stored.  Make sure you don't have any : (colon characters) in the speech.

If that doesn't work, please post your story file.


JKCarrier

The editor's pointing to the right directory (I've generated captions for two other missions with no problems), and I don't see any stray colons. Here's the file:

Story: Back To The Batcave

#----------

Encounter: Cleanup On Aisle Five
Type: Cutscene
Next: A Penny Saved, Big Lizard, Card Tricks, Chicks Dig The Car, Chemistry Set, His Masters Voice

Start Cutscene:
Camera on batcomputer1
narrator says, "beneath wayne manor lies...the batcave."
narrator says, "once it was the nerve center of batman's war on crime."
narrator says, "now it lies abandoned."
narrator says, "or so it seems..."
Camera on robin
robin says, "holy homewrecker! somebody trashed the place!"
robin says, "i'd better look around for clues."

#----------

Encounter: A Penny Saved
Type: Examine
Objects: penny named lincoln
Marker: penny1
Next: None

Examine Cutscene:
Camera on robin
robin says, "joe coyne, the penny plunderer. they don't make villains like him anymore."
robin says, "no sign of tampering. and no fingerprints besides batman's, mine, and alfred's."
robin says, "alfred! i haven't been able to contact him."
robin says, "i hope he wasn't here when... <ulp!>"

#----------

Encounter: Big Lizard
Type: Examine
Objects: trex_robot named rex
Marker: trex1
Next: None

Examine Cutscene:
Camera on robin
robin says, "one of the robots from dinosaur island."
robin says, "someone's been poking around, maybe tried to get it up and running."
robin says, "but the thing hasn't worked in years."

#----------

Encounter: Card Tricks
Type: Examine
Objects: jokercard named joke
Marker: jokercard1
Next: None

Examine Cutscene:
Camera on robin
robin says, "the joker! that grinning ghoul!"
robin says, "i'll bet he has something to do with this."
robin says, "hmm. i wonder how batgirl is doing up at arkham?"
robin says, "maybe i should have gone with her?"

#----------

Encounter: Chicks Dig The Car
Type: Examine
Objects: batmobile named batcar
Marker: batmobile1
Next: None

Examine Cutscene:
Camera on robin
robin says, "the batmobile...wrecked."
robin says, "they deliberately rammed it into the wall."
robin says, "but no unauthorized person should be able to even start it up."

#----------

Encounter: Chemistry Set
Type: Examine
Objects: nazihq_lab_machine_1 named chemset
Marker: chemlab1
Next: None

Examine Cutscene:
Camera on robin
robin says, "the chemistry lab."
robin says, "that bunsen burner is still lit...someone's been here recently!"
robin says, "looks like they were halfway through an experiment."
robin says, "this chemical compound looks familiar..."

#----------

Encounter: His Masters Voice
Type: Examine
Objects: batcomputer named batcomp
Marker: batcomputer1
Next: None

Examine Cutscene:
Camera on robin
robin says, "the batcomputer looks mostly intact."
robin says, "but the surveillance tapes have been wiped clean."
robin says, "except for this one..."
batman says telepathically, "...batman recording mission log 2473-78."
batman says telepathically, "a quiet night, by gotham standards. some petty crime, but no sign of organized mob or supervillain activity."
batman says telepathically, "still investigating leads into..."
batman says telepathically, ".........."
batman says telepathically, "...what?"
batman says telepathically, "i see. this changes everything."
batman says telepathically, "that's it, then. i can no longer continue my crimefighting career."
batman says telepathically, "mission log 2473-78 concluded. batman out."
robin says, "holy hallucination! i must be hearing things!"
robin says, "batman would never just quit like that. it makes no sense!"
robin says, "this case is getting crazier by the minute!"

#----------

Encounter: Bat In The Belfry
Type: Interrogation
Villains: manbat_bad
Starts When: A Penny Saved at End, Big Lizard at End, Card Tricks at End, Chicks Dig The Car at End, Chemistry Set at End, His Masters Voice at End
Next: Doctor Langstrom I Presume

Alert Cutscene:
Red arrow on manbat_bad
Camera on robin
Play sound flap at robin
robin says, "what's that sound? there's someone else in the cave!"
robin says, "batman, is that you?"

Start Cutscene:
Cinematic camera on robin to manbat_bad
robin turns to manbat_bad
robin says, "man-bat! how's it going, old buddy? good to see..."
manbat_bad turns to robin
manbat_bad says, "die! diiiiie!"
robin says, "man, this is just not turning out to be my day."

Interrogation Cutscene:
robin walks to manbat_bad
Camera on robin
robin says, "man-bat's supposed to be one of the good guys. the formula batman invented helps keep his bat-form under control."
robin says, "formula! of course!"
robin says, "that's the half-finished chemical mixture i saw... the man-bat antidote!"
robin says, "i'll finish it up, and it should turn him back to normal."

#----------

Encounter: Doctor Langstrom I Presume
Type: Cutscene
Allies: langstrom
Marker: chemlab1
Next: End

Start Cutscene:
play transition
robin teleports to langstrom
Cinematic camera on robin to langstrom
robin turns to langstrom
robin says, "how are you feeling, man-bat...i mean, dr. langstrom?"
langstrom turns to robin
langstrom says, "much better, thanks. look, robin, i'm sorry i attacked you. i wasn't thinking clearly."
robin says, "so i noticed! what happened? i thought your transformations were under control?"
langstrom says, "they were! something must have gone wrong with my last batch of serum."
langstrom says, "as soon as i took it, i could feel my mind slipping."
langstrom says, "i came straight here, hoping batman could help me. but he was gone, and the place was wrecked."
robin says, "you mean you didn't do this?"
langstrom says, "no! i swear! i tried to make the antidote myself, but my bestial side took over completely. thank goodness you arrived when you did."
robin says, "de nada, doc. but now i've got to head upstairs and search the mansion for clues."
langstrom says, "hmm, maybe i'd better mix up a fresh batch of man-bat serum. in case there's trouble."
robin says, "are you sure that's a good idea?"
langstrom says, "listen. this can't be a coincidence. whoever's behind this...this conspiracy attacked me too. i want a piece of them!"
robin says, "suit yourself, doc. i'll take all the help i can get at this point."

#----------

JKCarrier

I did some more testing on this. Apparently, it's the "batman says telepathically" lines that are causing it to choke. If I take those out, the captions generate fine.

JKCarrier

#44
One more update on the captions thing: I copied my mission file over to the ffx3/stories directory, ran the "Generate Captions" Rumble Room mod, and that worked fine. So I have a workaround, even if the EZScript Editor problem can't be figured out.  ^_^

yell0w_lantern

The one time I've used that command (says telepathically) it just played as a normal X says.
Yellow Lantern smash!

JKCarrier

Quote from: yell0w_lantern on November 02, 2009, 10:12:47 PM
The one time I've used that command (says telepathically) it just played as a normal X says.

Will a normal "X says" still work if the character isn't otherwise in the mission? I'm using it here to represent a tape recording being played.

yell0w_lantern

No. You would either have the put character X somewhere out of sight on the map, use the narrator or you could play an actual sound file.
Yellow Lantern smash!

JKCarrier

Quote from: yell0w_lantern on November 03, 2009, 01:29:20 PM
No. You would either have the put character X somewhere out of sight on the map

Hmm, there's an idea. "No wonder we couldn't find Batman, he was stuck in the wall!"  :lol:

JKCarrier

Ok, with some nagging encouragement from Benton, I pulled out my dusty mod files and started working on this again. And of course, ran into brand-new errors!  :wacko:

On a particular encounter, as soon as the Alert Cutscene starts playing, I get the following message printing out on the screen:

NEW CIVILIAN/TANK:RUBY_RYDER.RUN DATFILES.CAMP
NEW CIVILIAN/TANK:ALFRED.RUN DATFILES.CAMP
(this repeats a few times, followed by)
CAMPAIGN.SETMISSING COMPLEX ATTRIBUTES()

and the game starts stuttering, hesitating every couple of seconds.

Here's the EZ script for that encounter (with cheesy dialogue removed):

Spoiler
Encounter: Ruby's Revenge
Type: Chat
Marker: ryder1
Allies: ruby_ryder
Villains: polka_dot_man
Next: Gentleman's Gentleman

Alert Cutscene:
Camera on Hero1
Hero1 says, "blah blah"
Red arrow on ryder1

Start Cutscene:
Cinematic Camera on Hero1 to ruby_ryder
Hero1 Turns to ruby_ryder
ruby_ryder Turns to Hero1
ruby_ryder says, "blah blah"
Hero1 says, "blah blah"
ruby_ryder says, "blah blah"
Cinematic Camera on polka_dot_man
ruby_ryder says, "blah blah"
polka_dot_man plays animation melee_idle
polka_dot_man says, "blah blah"

Chat Cutscene:
Revive all heroes
Cinematic Camera on robin to ruby_ryder
ruby_ryder says, "blah blah"
robin says, "blah blah"

The script.log is huge, full of stuff like this:
m25obj_20 polka_dot_man ryder1_villain1
m25obj_22 ruby_ryder ryder1_ally1
Campaign_MakeHeroIndex: Making index <c:\program files (x86)\steam\steamapps\common\freedom force vs. the 3rd reich\batfam\HeroIndexData.txt>
Campaign_MakeHeroIndex: Complex not set for ruby_ryder. Run datfiles.Campaign_SetMissingComplexAttribs()
Campaign_MakeHeroIndex: Complex not set for alfred. Run datfiles.Campaign_SetMissingComplexAttribs()
GetCharacterData: unable to determine which character has 'complex'=0.  Re-run FFX Control Centre
Campaign_MakeHeroIndex: Making index <c:\program files (x86)\steam\steamapps\common\freedom force vs. the 3rd reich\batfam\HeroIndexData.txt>
Campaign_MakeHeroIndex: Complex not set for ruby_ryder. Run datfiles.Campaign_SetMissingComplexAttribs()
Campaign_MakeHeroIndex: Complex not set for alfred. Run datfiles.Campaign_SetMissingComplexAttribs()
GetCharacterData: unable to determine which character has 'complex'=0.  Re-run FFX Control Centre


I've re-run the Control Centre several times to no avail. (and yes, the Data Folder is set to my mod's directory) Any ideas what's going on here?

John Jr.

Check out the "HeroIndexData" and see if these characters are listed with individual numbers. If you classified them as civilians before you run Control Center they won't have "complex numbers" and the game won't be able to load them correctly.
You can check it out in FFEdit too, just open the "Templates" tab and look for "complex" in the "Attributes Overrides" list.
Hope it helps.

BentonGrey

Wow.........that is SUPER helpful.  Why didn't my game give me that info when I had those types of errors?  That hardly seems fair.  Anyway, ASSUMING that your issue is indeed what the game seems to be telling you, JJ is right.  You've run into the nefarious civilian error.  Templates set as civilians are ignored by the CC, so you'll need to make sure you have them set as minion, cop, hero, or what have you, in order to ensure they get branded.  You can always change them back to civilians later.

Ack!  I almost forgot!  I'm thrilled to hear you're coming back to it, JKC.  I can't wait to play your mod!  Definitely post if/when you run into any errors, and we'll see you through.
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/

JKCarrier

Thanks, John...the "Civilian Bug" was the problem, and switching the object type fixed the encounter.

Now, of course, the next encounter is bugged. :doh: As soon as the Alert Cutscene starts, the screen goes into "cutscene mode", but then the game locks up before the dialogue is delivered. Here's the script:

Spoiler
Encounter: Gentleman's Gentleman
Type: Rescue Caged
Marker: gentleman1
Allies: alfred
Villains: thug_with_bat
Minions: thug_with_bat
Next: End

Alert Cutscene:
Cinematic Camera on robin to manbat
alfred says, "blah blah"
manbat says, "blah blah"
robin says, "blah blah"
Red arrow on alfred
robin says, "blah blah"

Start Cutscene:
Camera on alfred
robin says, "blah blah"
manbat says, "blah blah"

End Cutscene:
robin walks to alfred
Cinematic camera on robin to alfred
alfred turns to robin
alfred says, "blah blah"
robin turns to alfred
robin says, "blah blah"
alfred says, "blah blah"

and the script.log:

Spoiler
>>> 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. 3.3.0 build 3; branch = Gold v.3.3 with Patch
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.3.2.0 final; May 27, 2007
CustomHeadCurrentTime 1282831183.070000
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
Loading m25aiopt.py v.3.2.0 final; branch = swingman 4
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_OPENDOOR.py v.1.0.0 build 0; branch = main
Loading m25enc.py v.3.2.0 July 27, 2008
FFX Mission Plugin 'm25enc_opendoor' imported
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_simplechoice' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
Loading m25pstory.py v.3.2.0 final; May 27, 2008
>>> C:\Users\J. Kevin Carrier\AppData\Local\Irrational Games\Freedom Force vs the 3rd Reich\temp\mission.py executed
! GetMapInfo
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'BF004_BUSINESS'
initialising FFX: skirmish=0
mapinfocaliper0 is not a valid explosion object
mapinfocaliper1 is not a valid explosion object
mapinfocaliper2 is not a valid explosion object
mapinfocaliper3 is not a valid explosion object
storing hero_1: id_1,16
storing hero_2: id_2,31
m25obj_2 roboknight knight1_minion1
m25obj_4 roboknight knight1_minion2
m25obj_6 roboknight knight1_villain1
Template_GetHeight() non-fatal error:
    template 'manbat' 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 'robin' not found in list of template heights.
    To detect approximate height, use
    checkHeight(templateList, precise = 'no', repeat = 0, replace = 0, giants = 1, campaign = 0)
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 'energisetotanglehero_2' for destroyed object 'mapinfocaliper0'
clearCarrierRegistration: clearing attribute 'energisetotanglehero_2' for destroyed object 'mapinfocaliper1'
clearCarrierRegistration: clearing attribute 'energisetotanglehero_2' for destroyed object 'mapinfocaliper2'
clearCarrierRegistration: clearing attribute 'energisetotanglehero_2' for destroyed object 'mapinfocaliper3'
initAttribsForChar: working on hero_1 (manbat)
initAttribsForChar (manbat): looking at attribute flier
initAttribsForChar (manbat): looking at attribute danger sense
initAttribsForChar (manbat): looking at attribute ffqnimbleflier
execInitAttrib: init ffqnimbleflier attribute
    on hero_1 of template manbat (manbat)
initAttribsForChar (manbat): looking at attribute bezerker
initAttribsForChar: working on hero_2 (robin)
initAttribsForChar (robin): looking at attribute wall climbing
initAttribsForChar (robin): looking at attribute acrobaticamateur
execInitAttrib: init acrobaticamateur attribute
    on hero_2 of template robin (robin)
initAttribsForChar (robin): looking at attribute crack shot
initAttribsForChar (robin): looking at attribute danger sense
initAttribsForChar: working on m25obj_2 (roboknight)
initAttribsForChar (roboknight): looking at attribute armoured
initAttribsForChar (roboknight): looking at attribute grounded
initAttribsForChar (roboknight): looking at attribute cybernetic brain
initAttribsForChar (roboknight): looking at attribute unheroic
initAttribsForChar: working on m25obj_4 (roboknight)
initAttribsForChar (roboknight): looking at attribute armoured
initAttribsForChar (roboknight): looking at attribute grounded
initAttribsForChar (roboknight): looking at attribute cybernetic brain
initAttribsForChar (roboknight): looking at attribute unheroic
initAttribsForChar: working on m25obj_6 (roboknight)
initAttribsForChar (roboknight): looking at attribute armoured
initAttribsForChar (roboknight): looking at attribute grounded
initAttribsForChar (roboknight): looking at attribute cybernetic brain
initAttribsForChar (roboknight): looking at attribute unheroic
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 'm25enc_opendoor' has no OnPostInit()
Plugin 'm25enc_simplechoice' has no OnPostInit()
addArrow m25obj_2arrow m25obj_2 0 1
m25obj_8 thug_with_grenade moth1_minion1
m25obj_10 thug_with_grenade moth1_minion2
m25obj_12 killer_moth moth1_villain1
addArrow m25obj_12arrow m25obj_12 1 1
initAttribsForChar: working on m25obj_8 (thug_with_grenade)
initAttribsForChar (thug_with_grenade): looking at attribute weak minded
initAttribsForChar: working on m25obj_10 (thug_with_grenade)
initAttribsForChar (thug_with_grenade): looking at attribute weak minded
initAttribsForChar: working on m25obj_12 (killer_moth)
initAttribsForChar (killer_moth): looking at attribute ffqglider
execInitAttrib: init ffqglider attribute
    on m25obj_12 of template killer_moth (killer_moth)
2
1
clearCarrierRegistration: clearing attribute 'energisetotanglehero_2' for destroyed object 'm25obj_2'
clearCarrierRegistration: clearing attribute 'stasistocrystallisem25obj_12' for destroyed object 'm25obj_2'
clearCarrierRegistration: clearing attribute 'energisetotanglehero_2' for destroyed object 'm25obj_4'
clearCarrierRegistration: clearing attribute 'stasistocrystallisem25obj_12' for destroyed object 'm25obj_4'
clearCarrierRegistration: clearing attribute 'energisetotanglehero_2' for destroyed object 'm25obj_6'
clearCarrierRegistration: clearing attribute 'stasistocrystallisem25obj_12' for destroyed object 'm25obj_6'
Template_GetHeight() non-fatal error:
    template 'killer_moth' not found in list of template heights.
    To detect approximate height, use
    checkHeight(templateList, precise = 'no', repeat = 0, replace = 0, giants = 1, campaign = 0)
speak('m25obj_12','SPEECH_AN_INTEROGATEME_01')
cshelper: Cutscene [cutscene] submitted for playing
cshelper: Now playing cutscene [cutscene]
Step 1 of 2
0
speakInternal
0
Step 2 of 2
cshelper: Cutscene [cutscene] has ended
clearCarrierRegistration: clearing attribute 'energisetotanglehero_2' for destroyed object 'm25obj_8'
clearCarrierRegistration: clearing attribute 'stasistocrystallisem25obj_12' for destroyed object 'm25obj_8'
clearCarrierRegistration: clearing attribute 'energisetotanglehero_2' for destroyed object 'm25obj_10'
clearCarrierRegistration: clearing attribute 'stasistocrystallisem25obj_12' for destroyed object 'm25obj_10'
m25obj_14 thug_with_gun erase1_minion1
m25obj_16 thug_with_gun erase1_minion2
m25obj_18 eraser erase1_villain1
finances nazihq_secret_plans erase1_object1
addArrow financesarrow finances 1 1
restoring flight state
8
7
initAttribsForChar: working on m25obj_14 (thug_with_gun)
initAttribsForChar (thug_with_gun): looking at attribute timid
initAttribsForChar (thug_with_gun): looking at attribute weak minded
initAttribsForChar: working on m25obj_16 (thug_with_gun)
initAttribsForChar (thug_with_gun): looking at attribute timid
initAttribsForChar (thug_with_gun): looking at attribute weak minded
initAttribsForChar: working on m25obj_18 (eraser)
restoring flight state
9
8
restoring flight state
10
9
clearCarrierRegistration: clearing attribute 'energisetotanglehero_2' for destroyed object 'm25obj_12'
clearCarrierRegistration: clearing attribute 'stasistocrystallisem25obj_12' for destroyed object 'm25obj_12'
clearCarrierRegistration: clearing attribute 'hextoknockoutgasm25obj_18' for destroyed object 'm25obj_12'
clearCarrierRegistration: clearing attribute 'hextoknockoutgasm25obj_18' for destroyed object 'm25obj_14'
clearCarrierRegistration: clearing attribute 'energisetotanglehero_2' for destroyed object 'm25obj_14'
clearCarrierRegistration: clearing attribute 'stasistocrystallisem25obj_12' for destroyed object 'm25obj_14'
clearCarrierRegistration: clearing attribute 'hextoknockoutgasm25obj_18' for destroyed object 'm25obj_16'
clearCarrierRegistration: clearing attribute 'energisetotanglehero_2' for destroyed object 'm25obj_16'
clearCarrierRegistration: clearing attribute 'stasistocrystallisem25obj_12' for destroyed object 'm25obj_16'
m25obj_20 polka_dot_man ryder1_villain1
m25obj_22 ruby_ryder ryder1_ally1
initAttribsForChar: working on m25obj_22 (ruby_ryder)
initAttribsForChar: working on m25obj_20 (polka_dot_man)
initAttribsForChar (polka_dot_man): looking at attribute flier
addArrow ryder1arrow ryder1 0 1
clearCarrierRegistration: clearing attribute 'hextoknockoutgasm25obj_18' for destroyed object 'm25obj_18'
clearCarrierRegistration: clearing attribute 'energisetotanglehero_2' for destroyed object 'm25obj_18'
clearCarrierRegistration: clearing attribute 'stasistocrystallisem25obj_12' for destroyed object 'm25obj_18'
m25obj_24 thug_with_bat gentleman1_minion1
m25obj_26 thug_with_bat gentleman1_minion2
m25obj_28 thug_with_bat gentleman1_villain1
m25obj_30 alfred gentleman1_ally1
m25obj_32 nazihq_killarilla_cage (660.416992188, 149.703994751, 1.9482400603e-005)

So what'd I screw up this time?  :lol:

BentonGrey

Alright, there isn't anything in the script.log that jumps out at me, but when I get an error like that, it is usually because I've forgotten something.  My first piece of advice would be to check on the animportraits of all characters involved.  Are they all there?  Do the all point to the right place?  I know I've changed meshes some times and forgotten to update the path, thereby causing just such a problem.  Let me know if that leads to anything.  If not, we'll go from 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/

JKCarrier

Geez...wasn't even the animportrait, just a missing head.nif.  :doh: Working fine now, stay tuned for more goofball mistakes...

BentonGrey

Ha, don't feel to bad about it, JKC.  I've had tons of experience with this stuff by now, but I still make those mistakes EVERY SINGLE TIME I start a project! :P
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.

There's so many things we have to do to create a mod that's almost sure we'll forget something, JKC. Please feel free to post here any other problem, after all two or three heads are better than one.
I'm glad to hear you're making a mod, it's great to have other EZScript modder around.

JKCarrier

Question about "Switchable Power Trap" encounters: Is it possible to specify where on the map the switch will appear (the way you can control the placement of Villains, Minions, etc.)?

BentonGrey

Yes, absolutely you can!  All you have to do is specify a marker for the encounter: place1, and then just like you do with place1_villain1, etc, you can do with switches: place1_switch1.  I hope that's clear!
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
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JKCarrier