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FFX 3.2 Bug Reporting Thread, take II

Started by stumpy, January 31, 2007, 02:58:27 PM

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stumpy

I am reposting this just to make sure the thread is there for people reporting bugs. I am not reposting the entire thread, just the intro by catwhowalksbyhimself and my primer for bug reporting.

Quote from: catwhowalksbyhimselfReport all bugs here.   For further instructions, see Stumpy's post below.

List of previously reported bugs:

Still live
1.  Superleapers teleporting instead of jumping?  Needs further reports and confirmation.
2.  Groups of characters under M25 AI occasionally just stand around and take a coffee break.
3.  Bleeding state swap is unfinished and needs to be either fixed or removed.
4.  All of things that I coded were never tested and need to be tested and removed if not working and unfixable.
5.  alert: CFastHeap::allocate failed, Out of main memory message, followed by a game-breaking crash.  The cause of this problem is unknown.  It does not appear to happen to all users and not even consistently to those it does.

Fixed for next version
1.  Missing string and attribute.dat entries for Enchanter
2.  Unfinished attribute Sound Absorber activated.

stumpy

If you are having trouble with the beta:


  • Run the FFX Control Centre for this mod after you install, before you start the game. It needs to brand any custom heroes you have and any built-ins you have merged using FFEdit.

  • When you create a new custom character (either from scratch or by copying another character), make sure that you have used the FFX Control Centre for that mod so that the character is "branded". Then restart the game.

  • If you are creating several customs, you don't have to do the Quit - Run FFX CC - Restart branding routine for each of them, just create them all, then quit and run the FFX CC and then they will all be branded at once.

  • Remember that you also have to run the FFX CC when you use FFEdit to create a new built-in character and when you import built-ins (merge DATs) from other mod folders.

  • If you are seeing an AI problem (e.g. "I tried to run a character in the Rumble Room but he isn't doing anything or he never uses his main power", etc.), then make sure you have run the character through the Rumble Room's M25 AI Generator.

  • If it is an issue with a power swap (e.g. "I tried to set up a hex beam to crystal cage swap"), make sure you have run the character through the Rumble Room "Generate Power IDs" mission.
When reporting problems in the FFX beta (and this generally applies to getting a wide variety of technical help in the game), please:


  • Character Type
    Mention whether you have the problem with a built-in character or a custom (HERO file) character.

  • Mission Type
    Mention whether you have tested in a campaign mission or a Rumble Room mission.

  • Descriptive topic Titles
    (This may apply more to bug reported in other threads. Nevertheless...)
    Use descriptive topic titles for your post that give readers some specific idea what you will be describing in the message. To wit, "need help" or "ffx not working" may be true for you, but it isn't letting someone know that he ought to read your post because he had the same problem, which is usually the quickest way to get an answer. Instead "FFX 3.2 beta: SUPERLEAPER problem with customs?" is both useful for people trying to help and useful for others who may have the same trouble, who can now read your thread (and maybe add some detail that helps in finding a fix) instead of starting a new thread.

  • Give Details
    Be detailed and exact in your description of what is going wrong. In other words,
    Quote from: MrCoolidgeSUPERLEAPER isn't working.
    is a poor bug report and it's tough for anyone to help you.
    But,
    Quote from: DrDetails"I am having trouble with SUPERLEAPER. When I give it to a custom character (MrGreen in this case) and try it in the second campaign mission (the Cuban airfield), the hand appears over objects and I have the "leap to" command in the right-click menu, but nothing happens when I click on it.  Here is my script.log...

    In general, if you can give a step-by-step approach to duplicating your problem, you are that much closer to having it solved.

  • Report Special or Limiting Circumstances
    Do a little testing before you post and mention if you found anything, even if it may not seem that important. If the problem happens only in a certain situations, be sure to mention it. For instance, I noticed a problem with swaps in the mission where Entropy sends several waves of subterrestrials and wraiths against the squad. At first it seemed like the swaps just stopped working after a while, but then I noticed that it only stopped after a couple waves had spawned and that lead me to the solution.

  • Try to Post Log Files
    This is a biggy: post your script.log file! This file is located in the root directory for the game (the same folder that has the game executable (the ffvt3r.exe file). If you can't locate the right folder, right-click on the shortcut you use to start the game and choose Properties, then click on Find Target. The folder that opens up will have the script.log file.

    Open that file (in NotePad, for example) and copy-paste its contents into your message in between the code tags. To use the tags, just select the code you have pasted and click on the code tag button, .

    This might be a somewhat long text file. To keep it relatively short, play a mission, wait a few seconds for FFX to kick into gear, then get the problem you are experiencing to happen as soon as you can. At that point, pause the game and get the script.log at that time.

  • Edit Too-Long Log Files
    If you really can't post the whole script.log because the problem only happens late in a mission and the file is too big by that point, you can still post parts of it. This is a little trickier because you have to decide what parts are worth posting. Generally,

    • Post the beginning of the file, down to and including the section where the characters have their attributes initialized.  That section will look something like
      QuoteinitAttribsForChar: working on hero_3 (microwave)
      initAttribsForChar (microwave): looking at attribute cybernetic brain
      initAttribsForChar (microwave): looking at attribute radioactive
      initAttribsForChar (microwave): looking at attribute vulnerability
      execInitAttrib: init vulnerability attribute
          on hero_3 of template microwave (microwave)
      initAttribsForChar (microwave): looking at attribute powerscan
      execInitAttrib: init powerscan attribute
          on hero_3 of template microwave (microwave)
    • Post any sections that have errors or traceback messages in them (search for error and traceback in the file). A traceback message will be several lines telling where the problem was in the script files and then the exception message. It is a good idea to post a line or two before the traceback as well. Something like the following
      QuoteMLOG_WatchDamage: error in Object_GetAttr('eye_minor4', 'minForce'), Object_Exists('eye_minor4')=0
         words=['04:43:14.01:', 'FF:', 'Damage:(eye_minor3)', '', '(resolve)', 'dmg:', '47,', 'stun', 'time:', '0,', 'KB:', '6450\012'] MLOG_DAMAGE_PREVIOUSLINE=['04:43:14.01:', 'FF:', 'Damage:(eye_minor3)', '', 'eye_minor4', '(calc', 'pwr)dmg:', '33,', 'stun', 'pct:', '0,', 'KB:', '4500\012']
      Traceback (innermost last):
        File "C:\Program Files\Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\mlogreader.py", line 722, in OnMLOG_Read
          MLOG_Read()
        File "C:\Program Files\Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\mlogreader.py", line 768, in MLOG_Read
          found = MLOG_WatchDamage(thisLine)
        File "C:\Program Files\Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\mlogreader.py", line 1930, in MLOG_WatchDamage
          if ( knockback - Object_GetAttr(target, 'minForce') ) < 0:
      SystemError: NULL result without error in call_object

  • Post ff.err For Errors right at startup
    When an error occurs right when the game starts (before a mission has started up, the game sends some error information to a file called ff.err, located next to the other log files. It is almost always short and it will tend to be empty after the game has run a short while because later errors are sent to script.log. Anyway, if this file is not empty, post it, too.


Some of those suggestions will seem pretty basic and some will not, but they will generally let the people who try to help you diagnose what is going on faster and in fewer post-and-reply steps here on the board. That can be especially handy as people sometimes have a little time to help with a problem, but if they can't figure out what it is and have to ask for more info, they may not be able to look into it again right away after the new info is posted. The more and better information you get out in the first place, the more likely someone will be able to help you out the first time through.

stumpy

Okay, feel free to add to the thread.  Some people had significant problems that I think mostly were fixable with a clean powers.dat, but please don't hesitate to add those questions (and answers!) or new ones to this thread so that others can try them out.

If the old thread is resurrected, I may merge these posts to keep things in one place.

jmoser

Okay, I've gotten to the point where the game isn't freezing up every time I try to play it.  Now I'm encountering multiple problems using custom characters in a Rumble Room mission.

I made two custom characters--Hulk and Abomination.  I gave both of them an "invulnerable" attribute, plus one or more of TaskmasterX's combo attributes--"hulk" for Hulk (imagine that) as well as "lesserregeneration plus," and (for Abomination) "strong jumper."

I shut down the game and "branded" both files using the FFX Control Center.  Then I fired the game up again and tried to run them through the M25 AI Generator.  The mission started, but there was no evidence that AI was being computed for either of them.  After a few minutes I ended that mission and started a typical "Battle in the Rumble Room" mission, with me controlling Abomination.  None of the attributes seemed to work.  There was no jumping, no regeneration on Hulk's part, and no apparent invulnerability.  Here's the script.log:

Quote>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
loading datfiles version 0.251000
loading cshelper ...
Starting ffx.py v. 3.2.0 build 9; branch = Public Beta 1
Loading m25ai.py v. 3.2.0 build 8; branch = m25 branch 1
Loading m25event.py v.3.2.0 build 6; branch = m25 branch 2
importing missionobjvar.py v1.18
importing MLOG Reader 1.0 alpha 17
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Campaign play.
Loading m25report.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25timestamp.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25getset.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25string.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25distance.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25template.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25missionover.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25energy.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25generateai.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25aigeneratedata.py v.3.2.0 build 6; branch = m25 branch 2
Traceback (innermost last):
  File "C:\Documents and Settings\jmoser1\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\battle.py", line 6, in ?
    from ffx import *
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\ffx.py", line 29, in ?
    import m25ai
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25ai.py", line 60, in ?
    import m25generateai
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25generateai.py", line 35, in ?
    import ffxmulti
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\ffxmulti.py", line 61
    ['negativezoneruler','fastflier','heavylifter','invulnerable','shakeitoff','metabolic','privatearmy3','summoner2'],
                                     ^
SyntaxError: invalid syntax
sk: missionobjvar already loaded; resetting mission type to skirmish for mission and object vars
missionobjvar defining functions for Rumble Room play.
ffx3\sk.py importing FFX
ffx3\missions\scripts\sk.py loaded
>>> C:\Documents and Settings\jmoser1\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\battle.py executed
>>> OnReceiveSelectedEnemies(('custom_vil_0', ))
try to spawn custom_vil_0
sk.SpawnEnemy: energy for _skcustom_vil_001 (hulk) changed from 9 to 6
Traceback (innermost last):
  File "C:\Documents and Settings\jmoser1\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\battle.py", line 15, in OnPostInit
    FFX_InitSkirmish()
NameError: FFX_InitSkirmish

Any idea what's going on?

Dreaded Porcupine


Epimethee

Quote from: jmoser on January 31, 2007, 06:12:46 PMI made two custom characters--Hulk and Abomination.  I gave both of them an "invulnerable" attribute, plus one or more of TaskmasterX's combo attributes--"hulk" for Hulk (imagine that) as well as "lesserregeneration plus," and (for Abomination) "strong jumper."

I shut down the game and "branded" both files using the FFX Control Center.  Then I fired the game up again and tried to run them through the M25 AI Generator.  The mission started, but there was no evidence that AI was being computed for either of them.  After a few minutes I ended that mission and started a typical "Battle in the Rumble Room" mission, with me controlling Abomination.  None of the attributes seemed to work.  There was no jumping, no regeneration on Hulk's part, and no apparent invulnerability.  Here's the script.log:

Quote
    import ffxmulti
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\ffxmulti.py", line 61
    ['negativezoneruler','fastflier','heavylifter','invulnerable','shakeitoff','metabolic','privatearmy3','summoner2'],
                                     ^
SyntaxError: invalid syntax
sk: missionobjvar already loaded; resetting mission type to skirmish for mission and object vars

Any idea what's going on?
The negativezoneruler attribute has a syntax error in ffxmulti.py, from what I can see:
'heavylifter' should be preceded by a straight quote, not an accent.

Epimethee

Quote from: Dreaded Porcupine on January 31, 2007, 07:18:37 PM
How do you clean up powers.dat?
Not too sure when we can release a Public Beta 2.
So, for the moment, PM me an e-mail address and I'll send you the updated powers.dat. I hope it will make your FFX 3.2 experience a bit more enjoyable.

Xenolith

Quote from: stumpy on January 31, 2007, 02:58:27 PM
I am reposting this just to make sure the thread is there for people reporting bugs. I am not reposting the entire thread, just the intro by catwhowalksbyhimself and my primer for bug reporting.

Quote from: catwhowalksbyhimselfReport all bugs here.   For further instructions, see Stumpy's post below.

List of previously reported bugs:

Still live
1.  Superleapers teleporting instead of jumping?  Needs further reports and confirmation.
2.  Groups of characters under M25 AI occasionally just stand around and take a coffee break.
3.  Bleeding state swap is unfinished and needs to be either fixed or removed.
4.  All of things that I coded were never tested and need to be tested and removed if not working and unfixable.
5.  alert: CFastHeap::allocate failed, Out of main memory message, followed by a game-breaking crash.  The cause of this problem is unknown.  It does not appear to happen to all users and not even consistently to those it does.

Fixed for next version
1.  Missing string and attribute.dat entries for Enchanter
2.  Unfinished attribute Sound Absorber activated.

I can help out with some of these since I was probably the reporter...and a bad reporter at a few times   :(.

1)  Using grens hexed Juggernaut for the Hulk mesh, the AI appears to be using superleap, but there are no animations for "jumping", the Hulk just teleports to the new location.
2) The clumps of guys (or at least my clumps of guys) bug wasn't a bug, but instead by a freakish event caused my odd method of systemic character creation.  I gave everyone...everyone!...an attack arc of 120 degrees for all melee attacks.  Well, the AI generator assigns these attacks a an "area" attack and won't use them when friends are near.  Since all the characters in the battle were hand-to-hand guys, they sort of locked up.  They wanted to throw a punch but could not because friendly models were near.  No problem, but interesting for reference.  Thsi wasn't a bug.
5)  I had this problem, but it was solved by Taskmaster X's fix posted on the yahoo group. 

Hope that helps. :thumbup:

Shazam

I asked this before but recieved no answer. What happened to the SOLAR STORES attribute?

TaskMasterX

Quote from: stumpy on January 31, 2007, 02:58:27 PM
Quote from: catwhowalksbyhimself
Fixed for next version
1.  Missing string and attribute.dat entries for Enchanter
2.  Unfinished attribute Sound Absorber activated.

1. I checked the strings entries and they were there. It was just the entries in attributes.dat that needed fixing. Just want to make sure no extra data gets put in the strings.txt
2. This should be "Unfinished attribute Sound Absorber DE-activated."

Jmoser, Ep, is right, looks like a typo in the ffxmulti.py. I'll dbl-check for any others and make sure it's in the public beta2. Sorry about that.

Quote from: Shazam on January 31, 2007, 11:48:53 PM
I asked this before but recieved no answer. What happened to the SOLAR STORES attribute?
Hey Shaz, I don't know what's up with Solar Stores but I see a manual entry, strings.txt lines and ffx.py code for it but nothing in attributes.dat. I checked FFX3.1 and it's the same way. Is this the way you had it set up? Like my combo attributes have all the code and strings but have to be "turned on" by adding the entries to attributes.dat? Have you tried adding solarstores to the attributes.dat and testing it in-game?

jmoser

QuoteThe negativezoneruler attribute has a syntax error in ffxmulti.py, from what I can see:
'heavylifter' should be preceded by a straight quote, not an accent.

Thanks for catching these, but would this really be responsible for causing the problems I'm having?  After all, neither the Hulk nor the Abomination hero files used the "negativezoneruler" attribute.

M25

Quote from: jmoser on February 01, 2007, 06:55:39 AM
QuoteThe negativezoneruler attribute has a syntax error in ffxmulti.py, from what I can see:
'heavylifter' should be preceded by a straight quote, not an accent.

Thanks for catching these, but would this really be responsible for causing the problems I'm having?  After all, neither the Hulk nor the Abomination hero files used the "negativezoneruler" attribute.


Yes, it will prevent everything else from working - not to say you won't have other problems with the game, but this is an important one.  The game is basically choking on that error and can't get past it.  Nothing else is getting loaded properly.


catwhowalksbyhimself

The list posted at the top is not the latest one.  That one was wiped out.  This should be the most current one:

List of previously reported bugs:

Still live
1.  Superleapers teleporting instead of jumping.
2.  ffxmulti.py entry causes system to crash.




Fixed for next version
1.  Missing string and attribute.dat entries for Enchanter
2.  Unfinished attribute Sound Absorber activated.
3.  All of things that I coded were never tested and need to be tested and removed if not working and unfixable.
4.  alert: CFastHeap::allocate failed, Out of main memory message, followed by a game-breaking crash.
5.  Bleeding state swap is unfinished and needs to be either fixed or removed.

Not a true bug
1.  Groups of characters under M25 AI occasionally just stand around and take a coffee break.

TaskMasterX

Quote from: catwhowalksbyhimself on February 01, 2007, 08:20:20 AM

2.  ffxmulti.py entry causes system to crash.

After looking at the publicbeta1 ffxmulti.py I didn't see the accent in the negativezoneruler line and I'm not getting this error in my script.log. So, this seems to be happening only to jmoser as we're not seeing this particular error in any of the other script.logs. Jmoser, did you re-type in those lines in ffxmulti.py or edit this file in some other way after installing the publicbeta?

yell0w_lantern

I was playing around with my Dryad hero file yesterday and I switched her back to having a projectile Exile attack with a Transmute swap (to Bizarre type). I Ran FFX CC and ran her through the Power ID Generator then took her into a Rumble Room session (Instant Action FFVTTR). Unfortunately, although the new object appeared (for example, lab equipment) the opponent did not disappear, was completely unaffected and continued attacking Dryad.

Swingman

QuoteFixed for next version
alert: CFastHeap::allocate failed, Out of main memory message, followed by a game-breaking crash.

Did the CFastHeap problem get solved? Did I miss out on something?
It's certainly great news though.
Is it anything I can fix myself or is it most advisably a matter for people who actually know what they are doing?

Bear with me if the answers to these questions are starring me right in the face, from somewhere on this page. :unsure:

Shazam

Thanks for the reply TMX. SOLAR STORES used to be in FFX prior to FFX3.1 and was shown in the manual. Now I can't see it in the manual, which made me think it had been scrapped. The code is in there as you say, but isn't in the attributes DAT it would seem. I never had it setup that way. I believe Epimethee setup all my attributes originally.

catwhowalksbyhimself

Quote
Did the CFastHeap problem get solved? Did I miss out on something?
It's certainly great news though.
Is it anything I can fix myself or is it most advisably a matter for people who actually know what they are doing?

Yep, it's just a corrupted powers.dat.  Delete it and rename powers.dat.bak to powers.dat.

Epimethee

Quote from: Shazam on February 01, 2007, 02:54:31 PM
Thanks for the reply TMX. SOLAR STORES used to be in FFX prior to FFX3.1 and was shown in the manual. Now I can't see it in the manual, which made me think it had been scrapped. The code is in there as you say, but isn't in the attributes DAT it would seem. I never had it setup that way. I believe Epimethee setup all my attributes originally.
I don't know for sure what happened either; there's nothing is the version history file... OK, actually there is no such file (or an exhaustive version at least). I figure it was simply an error due to a bad DAT update; not an unlikely occurence with that cumbersome format. However, there migt be a very good reason why it was removed (Dr. Mike?), so at first glance, I'd tend to say let's wait for FFX 3.3 – which hopefully won't take a year –; maybe you could enable it and run some tests, checking for compatibility with stuff like Battery Powered, Body Aura and Energy Tanks?

Thanks.

Xenolith

RE: CFastHeap.

wait a sec, i still had problems after deleting the new file and renaming the old one.  it wasn't until i dl'd taskmaster's fix on the yahoo group that things worked properly again.  now, i may have not shut off my computer after deleting the new file and renaming the old file and the bug lingered. 

jmoser

QuoteJmoser, did you re-type in those lines in ffxmulti.py or edit this file in some other way after installing the publicbeta?

Yes, I did some editing using Word.  Unfortunately Word reads single quotation marks differently than Notebook does.  I thought I'd fixed all of those, but apparently I missed one.  Sorry, I should've let you know earlier, and saved you the trouble of consulting your file.  It was clearly my screw-up, not yours.

catwhowalksbyhimself

QuoteRE: CFastHeap.

wait a sec, i still had problems after deleting the new file and renaming the old one.  it wasn't until i dl'd taskmaster's fix on the yahoo group that things worked properly again.  now, i may have not shut off my computer after deleting the new file and renaming the old file and the bug lingered.

Okay, so you need the other fix.  Point is, it's in the next version, so it's on the fixed list.

lugaru

Probably redundant as heck but yeah, the replacement DAT fixed my problems as well.

Now Im off to break the game! We will see if a 7 Justice Leagers vs a whole bunch of X-Men rematch dosent somehow crash it or uncover some problems...

TaskMasterX

Quote from: Shazam on February 01, 2007, 02:54:31 PM
Thanks for the reply TMX. SOLAR STORES used to be in FFX prior to FFX3.1 and was shown in the manual. Now I can't see it in the manual, which made me think it had been scrapped. The code is in there as you say, but isn't in the attributes DAT it would seem. I never had it setup that way. I believe Epimethee setup all my attributes originally.
I guess the link in the main page of the manual is gone for Solar Stores, but there is a solarstores.htm in the manual folder. The manual just needs the link to it. It should work if you just add it to attributes.dat since I don't think any changes we made to FFX3.2 would affect it.

catwhowalksbyhimself

QuoteNow Im off to break the game! We will see if a 7 Justice Leagers vs a whole bunch of X-Men rematch dosent somehow crash it or uncover some problems...

Please do try.

jmoser

QuoteYes, it will prevent everything else from working - not to say you won't have other problems with the game, but this is an important one.  The game is basically choking on that error and can't get past it.  Nothing else is getting loaded properly.

Just as you said, fixing that tiny typo in the ffxmulti.py seemed to take care of all the problems.  Puts me in mind of that old poem, "all for the want of a horseshoe nail."  Anyway, thanks for the assist.  I haven't run into any problems yet, but if I do y'all will be the first to know.

cosmos123

Okay I  am having trouble with a hero file i edited, i didn't know where to post this so i came here. I created thor and edit his m25a1 file. The characters seems to fight at first then just goes into brain farts. Sometimes i would look into the script.log and it would point out where the syntax error is located and i would fix it. However, this time i dont know how to fix it. Here is the m25ai file and below is the error from my last RR session.

[spoiler]['thor',
   ["target enemy",
      'not enraged',
      'weakness_ranged_electrical',
      'not hexed',
      'weakness_melee_crushing',
      'not flying',
   ],
   ["timer", 'auto',
      'TUseRemedy()',
      'TFleeMelee(type="any",subtype="emitting_damage",time=0.88)',
      "TArea('electrical field',type='any',priority='high',situation=['swarmed or fasterthan'])",
      "TRangedExplosive('hammer throw',time=2.6)",
      "TRanged('hammer beam',time=3.79)",
      "TDirectExplosive('electric zap',time=3.79)",
      "TMelee('hammer wallop',pct=90,priority='high',situation=['strongerthan or higherhealththan or higherstrengththan or higherenergythan'],time=2.2)",
      'TWeatherControlHail()',
      'TWeatherControlLightning(pct=50, time=2, energy=50, mindist=0, maxdist=300, type="enemy", subtype="None", situation="None", role="None", priority="medium")',
      "TMelee('melee',time=1.95)",
      "TMelee('electro-nux',time=0.88)",
      'TThrow(pickup_time=2.92,throw_time=2.51)',
      'TMoveTo(mindist=\'medium\',time=0.88,subtype=["not emitting_damage","flying"])',
      'TMoveTo(mindist="melee",subtype=["not emitting_damage","not flying"],time=0.88)',
   ],
   ['subtype',
      'divine_metal',
   ],
]
[/spoiler] Any typos?

Heres the script.log
[spoiler]

>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
Loading m25ai.py v. 3.2.0 build 8; branch = m25 branch 1
Loading m25event.py v.3.2.0 build 6; branch = m25 branch 2
importing missionobjvar.py v1.18
loading datfiles version 0.251000
importing MLOG Reader 1.0 alpha 17
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Campaign play.
Loading m25report.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25timestamp.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25getset.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25string.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25distance.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25template.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25missionover.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25energy.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25generateai.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25aigeneratedata.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25team.py v.3.2.0 build 6; branch = m25 branch 2
Starting ffx.py v. 3.2.0 build 9; branch = Public Beta 1
Loading m25custompowers.py v.3.2.0 build 6; branch = m25 branch 2
Starting System Utilities 1.3
Starting General Utilities 1.0
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
FFX Mission Plugin 'firehydrant' imported
FFX Mission Plugin 'zombie' imported
Loading freeroam_keepbuildingdamage.py v.1.0.0 build 0; branch = main
Loading m25gametype.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25freeroamdata.py v.3.2.0 build 6; branch = m25 branch 2
FREEROAM_KBD: initialized
FFX Mission Plugin 'freeroam_keepbuildingdamage' imported
Loading m25aiconstants.py v.3.2.0 build 6; branch = m25 branch 2
Starting Height Check module 1.4
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
FFX Mission Plugin 'm25ai_lowjumper' imported
FFX Mission Plugin 'm25ai_realitymanipulation' imported
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
Loading m25enc.py v.3.2.0 build 8; branch = m25 branch 1
Loading m25name.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25cutscene.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25customheads.py v.3.2.0 build 6; branch = m25 branch 2
CustomHeadCurrentTime 1170450147.010000
Loading m25randomenc.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25objective.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25freeroamally.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25spawn.py v.3.2.0 build 6; branch = m25 branch 2
FFX Mission Plugin 'm25enc_simplechoice' imported
Loading m25aiopt.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25skirmish.py v.3.2.0 build 6; branch = m25 branch 2
>>> C:\Documents and Settings\Alberto\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\cM25 Skirmish Watch Mode.py executed
>>> C:\Documents and Settings\Alberto\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.py executed
>>> C:\Documents and Settings\Alberto\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\cM25 Skirmish Watch Mode.py executed
>>> OnReceiveSelectedEnemies(('custom_vil_0', '------------', 'custom_vil_1', 'custom_vil_2', 'custom_vil_3', ))
TIME: 0.009046 for GetMissionVar
SkirmishSpawnEnemy: custom_vil_0 (thor, 1268)
AI: SetupAI() - setting ai for custom_vil_0_1 ('thor')
CUSTOMPOWERS: using power slot 1 for thor : electrical field
CUSTOMPOWERS: using power slot 2 for thor : electro-nux
CUSTOMPOWERS: using power slot 3 for thor : hammer wallop
CUSTOMPOWERS: using power slot 4 for thor : electric zap
CUSTOMPOWERS: using power slot 5 for thor : density control
CUSTOMPOWERS: using power slot 6 for thor : hammer beam
CUSTOMPOWERS: using power slot 7 for thor : hammer throw
CUSTOMPOWERS: using power slot 8 for thor : melee

(I thought these were the major ones to paste on here as the file was long)

AI: Unable to do tactics for custom_vil_0_1
exceptions.RuntimeError Object_SetAttr(): expects args {ssf}
Traceback (innermost last):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25ai.py", line 485, in AICheckTimer
    try: tactic_id = AIExecTactics(event)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25ai.py", line 596, in AIExecTactics
    exec tac_string
  File "<string>", line 38, in ?
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25ai.py", line 4896, in AIGenericPowerOnSelf
    AISupport_DoPower(char, power, char, priority, time, carrier=carrier, level=0, desc=desc)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25ai.py", line 4770, in AISupport_DoPower
    SetAIPriority(char,priority)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25ai.py", line 1229, in SetAIPriority
    js.Object_SetAttr(char, 'ai_priority',value)
RuntimeError: Object_SetAttr(): expects args {ssf}[/spoiler]

The problem also occurs to other random characters for no reason. I already ran ffxcc and tried different maps same results. OKay I hope this helps in any way.

TaskMasterX

cosmos, the issue is that you need to use a number value for the priority= parameter. Using 'medium' or 'high' causes these problems. You should use 50 or 100 instead. I think in the AI documentation, it may mention that you can use words instead of values but not for Priority. I'll make sure the AI documentation is updated accordingly.

jmoser

Okay, this is a new one (for me, at any rate).  I had the game working pretty well for a while.  Then I tried to set up a Rumble Room mission (Skirmish Watch Mode), with Captain America and Iron Man vs. Loki and the Enchantress.  As I started it up, it began the "Loading Objects" sequence, then, when it hit "137 of 141" it just stalled out--completely froze on me.

Here's the Script.log:
[spoiler]system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
loading datfiles version 0.251000
loading cshelper ...
Starting ffx.py v. 3.2.0 build 9; branch = Public Beta 1
Loading m25ai.py v. 3.2.0 build 8; branch = m25 branch 1
Loading m25event.py v.3.2.0 build 6; branch = m25 branch 2
importing missionobjvar.py v1.18
importing MLOG Reader 1.0 alpha 17
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Rumble Room play.
Loading m25report.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25timestamp.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25getset.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25string.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25distance.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25template.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25missionover.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25energy.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25generateai.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25aigeneratedata.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25team.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25custompowers.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25cutscene.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25gametype.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25freeroamdata.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25customheads.py v.3.2.0 build 6; branch = m25 branch 2
CustomHeadCurrentTime 1170513358.328000
Starting Height Check module 1.4
Starting System Utilities 1.3
Starting General Utilities 1.0
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 build 6; branch = m25 branch 2
Loading m25aiconstants.py v.3.2.0 build 6; branch = m25 branch 2
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
FFX Mission Plugin 'firehydrant' imported
FFX Mission Plugin 'zombie' imported
Loading freeroam_keepbuildingdamage.py v.1.0.0 build 0; branch = main
FREEROAM_KBD: initialized
FFX Mission Plugin 'freeroam_keepbuildingdamage' imported
FFX Mission Plugin 'm25ai_lowjumper' imported
FFX Mission Plugin 'm25ai_realitymanipulation' imported
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
Loading m25enc.py v.3.2.0 build 8; branch = m25 branch 1
Loading m25name.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25randomenc.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25objective.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25freeroamally.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25spawn.py v.3.2.0 build 6; branch = m25 branch 2
FFX Mission Plugin 'm25enc_simplechoice' imported
ffx3\sk.py importing FFX
ffx3\missions\scripts\sk.py loaded
Loading m25skirmish.py v.3.2.0 build 6; branch = m25 branch 2
>>> C:\Documents and Settings\jmoser1\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\cM25 Skirmish Watch Mode.py executed
>>> C:\Documents and Settings\jmoser1\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.py executed
>>> C:\Documents and Settings\jmoser1\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\cM25 Skirmish Watch Mode.py executed
>>> OnReceiveSelectedEnemies(('custom_vil_0', 'custom_vil_1', '------------', 'custom_vil_2', 'custom_vil_3', ))
TIME: 0.007201 for GetMissionVar
SkirmishSpawnEnemy: custom_vil_0 (iron man mk v, 1007)
AI: SetupAI() - setting ai for custom_vil_0_1 ('iron man mk v')
CUSTOMPOWERS: using power slot 1 for iron man mk v : iron uppercut
CUSTOMPOWERS: using power slot 2 for iron man mk v : magnetic pull
CUSTOMPOWERS: using power slot 3 for iron man mk v : armor protection
CUSTOMPOWERS: using power slot 4 for iron man mk v : magnetic throw
CUSTOMPOWERS: using power slot 5 for iron man mk v : area repulsor
CUSTOMPOWERS: using power slot 6 for iron man mk v : iron man armor
CUSTOMPOWERS: using power slot 7 for iron man mk v : repulsor ray
CUSTOMPOWERS: using power slot 8 for iron man mk v : iron punch
SkirmishSpawnEnemy: custom_vil_1 (captain america, 1005)
AI: SetupAI() - setting ai for custom_vil_1_2 ('captain america')
CUSTOMPOWERS: using power slot 9 for captain america : shield smash
CUSTOMPOWERS: using power slot 10 for captain america : american punch
CUSTOMPOWERS: using power slot 11 for captain america : shield bounce
CUSTOMPOWERS: using power slot 12 for captain america : avengers assemble!
CUSTOMPOWERS: using power slot 13 for captain america : shield throw
CUSTOMPOWERS: using power slot 14 for captain america : spinning punch
CUSTOMPOWERS: using power slot 15 for captain america : shield block
SkirmishSpawnEnemy: custom_vil_2 (enchantress, 1003)
AI: SetupAI() - setting ai for custom_vil_2_3 ('enchantress')
CUSTOMPOWERS: using power slot 16 for enchantress : eldritch kiss
CUSTOMPOWERS: using power slot 17 for enchantress : eldritch bolt
CUSTOMPOWERS: using power slot 18 for enchantress : heal
CUSTOMPOWERS: using power slot 19 for enchantress : eldritch kick
CUSTOMPOWERS: using power slot 20 for enchantress : paralyzing beam
CUSTOMPOWERS: using power slot 21 for enchantress : teleport self
CUSTOMPOWERS: using power slot 22 for enchantress : eldritch shield
SkirmishSpawnEnemy: custom_vil_3 (loki, 1006)
AI: SetupAI() - setting ai for custom_vil_3_4 ('loki')
CUSTOMPOWERS: using power slot 23 for loki : asgardian melee
CUSTOMPOWERS: using power slot 24 for loki : eldritch bolt
CUSTOMPOWERS: using power slot 25 for loki : teleportation
CUSTOMPOWERS: using power slot 26 for loki : asgardian punch
[/spoiler]

jmoser

Okay, now it's gotten worse.  Every time I try to start the game I just get a black screen, and everything freezes.  No error message or anything.  I have to reboot.

FF.log:
00:00:00.78: FF: --------------------------------------------------------------------------------
00:00:00.78: FF: Starting FFVTTR
00:00:00.78: FF: Build: SHIP, Version: 1.73396
00:00:00.78: FF: --------------------------------------------------------------------------------
00:00:01.45: FF: CInterpreter::init() completed
00:00:01.45: FF: Py_GetPath(.\System;.\System\PythonLib;.\Data\Missions\Scripts;)
00:00:01.45: FF: Py_GetProgramFullPath(C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\ffvt3r.exe)
00:00:03.71: FF: CRender: creating DX9 renderer
00:00:03.71: FF: CRender: trying to render in 32 bits
00:00:05.17: FF: DepthStencil is D3DFMT_D24S8

Script.log:
>>> system/startup.py executed
>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed

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