• Welcome to Freedom Reborn Archive.
 

EZScript Comics

Started by BentonGrey, May 06, 2007, 06:28:24 PM

Previous topic - Next topic
|

BentonGrey

Thanks M, that makes perfect sense!

BentonGrey

Howdy guys, I've been working on the JLA campaign again, and everything seems to be working well this time.  Bats died before I could finish the level, and I don't have time to go through the whole thing again just now, so I glanced at the script.log to see if everything was copasetic.  I noticed this error, and I was wondering if it means anything:

[spoiler]ff.DoEncWait(9,cutscenes = [], marker = 'encounter', minimumtime = '160',return_function="StorylineEncounterReturn")
Traceback (innermost last):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25story.py", line 250, in DoStorylineStateEvent
    DoStorylineState(story, state, event.user)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25story.py", line 293, in DoStorylineState
    if not StorySetupEncounter(enc_id,story,state,a):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25story.py", line 383, in StorySetupEncounter
    val = eval('ff.%s(%i,%s,return_function="StorylineEncounterReturn")'%(encname,enc_id,encparams))
  File "<string>", line 0, in ?
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25enc.py", line 4112, in DoEncWait
    wait_time = randint(int(minimumtime),int(maximumtime))
  File ".\System\PythonLib\whrandom.py", line 92, in randint
    return self.randrange(a, b+1)
  File ".\System\PythonLib\whrandom.py", line 122, in randrange
    raise ValueError, "empty range for randrange()"
ValueError: empty range for randrange()[/spoiler]

I have EZScript doing a 'wait' with a minute and a half as the minimum time before Superman shows up and the mission ends.  Here's the code:

[spoiler]#-------------------------------------------------------------

Encounter: Timer
Type: Wait
Minimum Time: 160

#-------------------------------------------------------------
[/spoiler]

Just wanted to make sure I hadn't screwed up something apparently simple.

M25

Add in a maximum time as well.

Maximum Time: 170

Oh, and a minute-and-a-half would actually be 90 seconds, but I'm sure you knew that. 

BentonGrey

Thanks M!  D'oh!  I meant to say two and a half (about).

BentonGrey

Okay, JLA#2 is done, and JLA#3, of course, has hit a snag in the very beginning.  I've got Superman searching for Jimmy Olsen, and encountering a number of traps.  What's happening is the opening cutscene plays fine, then Supes is stuck and cannot be moved for several minutes.  When I finally got him moving, I found that the first encounter had spawned, but the cutscenes did not play.  Here's my script:

[spoiler]#Heroes: Superman
#Map: JLA#3-Superman

Story: JLA3

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

Encounter: Begin
Type: Cutscene

Start Cutscene:
Fade for 2 seconds
Narrator says, "Back in Metropolis, Superman heads for S.T.A.R. Labs in an effort to obtains some answers about the mysterious threat in orbit, but he finds himself distracted by a danger closer to home."
Camera on Hero1
Unfade for 3 seconds
Hero1 plays animation pain
Hero1 says, "Ohh! Jimmy's wristcom's signal...he must be in trouble! S.T.A.R. Labs will have to wait..."

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

Encounter: Trap1
Type: Switchable Power Trap
Villains: disguise_martian, disguise_martian, disguise_martian
Allies: jimmy_olsen
Item: nazihq_hypno_sphere, nazihq_hypno_sphere
Switches: switch, switch, switch
Trap Power: martianw gauntlet
Next: alien1

Start Cutscene:
Camera on Ally1
Ally1 turns to Hero1
Hero1 turns to Ally1
Camera on Hero1
Hero1 says, "Jimmy! Are you alright?"
Camera on Villain1
Villain1 turns to Hero1
Villain1 plays animation melee
Villain1 says, "<The Kryptonian has blundered into our trap, activate the weapons!>"
Camera on Hero1
Hero1 says, "Jimmy, have they harmed you? Why don't you say something?"

End Cutscene:
Camera on Hero1
Hero1 moves to Ally1
Hero1 says, "A little X-Ray vision solves this mystery, you're nothing but a hologram, are you?"
Hero1 says, "But where is the real Olsen? If I concentrate, maybe my super hearing can find him..."
Hero1 plays animation stunned
Hero1 plays animation ranged
Hero1 says, "Ah, found him!"

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

Encounter: Trap2
Type: Custom
Actions: Item Exists, Villains Fight Heroes, Item Starts On Ground, Item Has Power, Atom Uses Power on Heroes, Item Can Be Switched Off, Switches Exist, Allies Can Be Freed, Allies In Cages
Villains: disguise_martian, disguise_martian, disguise_martian, disguise_martian
Allies: jimmy_olsen
Item: nazihq_hypno_sphere, nazihq_hypno_sphere
Switches: switch, switch, switch
Trap Power: martianw gauntlet
Next: alien2

Start Cutscene:
Camera on Hero1
Hero1 turns to Villain1
Hero1 says, "If you've hurt him, you'll regret it...whatever you are!"
Camera on Villain1
Villain1 turns to Hero1
Villain1 plays animation power
Villain1 says, "<The kryptonian survived our first trap, destroy him!>"

End Cutscene:
Ally1 moves to Hero1
Hero1 turns to Ally1
Ally1 says, "Su..Superman? What...what happened?"
Hero1 says, "I was hoping you could tell me Jimmy, I came back to town and got a distress call from your watch."
Ally1 says, "Well, gee Superman, I don't know...I was trying to get some shots of the new display at the museum when these military guys walked up, said something about how I needed to come with them...and that's all I can remember."
Hero1 says, "Well, you better get back to the Planet Jimmy, there might be more of these things around."

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

Encounter: Boom
Type: Disarm Bomb
Villains: disguise_martian, disguise_martian, disguise_martian, disguise_martian
Bomb: nazihq_temporal_amplifier
Next: If Bomb Disarmed: __win__
Next: If Bomb Exploded: __lose__

Alert Cutscene:
Camera on Hero1
Hero1 plays animation pain
Villain1 says telepathically, "Kryptonian! We know who you are, we know what you are!"
Hero1 plays animation stunned
Hero1 says, "A voice...in my mind!"
Villain1 says telepathically, "We possess a bomb powerful enough to vaporize this miserable little collection of primitve hovels. If you wish these morsels you call humans to survive, you have two minutes to surrender to us, and we shall spare them!"
Hero1 says, "I've got to find that bomb!"

Bomb Exploded Cutscene:
Camera on Hero1
Hero1 says, "No! I failed, I was too slow...but I'm never too slow!"
Fade for 2 seconds

End Cutscene:
Camera on Hero1
Hero1 says, "Well, that should teach them to stay out of Metropolis! Now on to S.T.A.R. Labs for some answers..."



[/spoiler]

And here's the error I'm getting:

[spoiler]>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
Starting ffx.py v. 3.2.0 build 11; branch = Gold / Release
Loading m25ai.py v. 3.2.0 build 10; branch = beta 2: m25 branch 2
importing missionobjvar.py v1.18
loading datfiles version 0.251000
importing MLOG Reader 1.0.18 release
Starting General Utilities 1.0
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Campaign play.
CustomHeadCurrentTime 1203026682.078000
Starting Height Check module 1.4
Starting System Utilities 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
Campaign_ReadObjects() warning: object template <water> has more than one entry for attribute <mass>, values 650.000000 and 650.000000
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
Campaign_ReadObjects() warning: object template <bigwater> has more than one entry for attribute <mass>, values 650.000000 and 650.000000
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_OPENDOOR.py v.1.0.0 build 0; branch = main
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')
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod JLA3.py executed
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.py executed
! GetMapInfo
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod JLA3.py executed
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'CITY LANDMARKS'
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
numberStr=67
storing hero_0: id_1,-67
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (-140.0, 70.0, 1.0, 0.800000011921, (0.699999988079, 0.600000023842, 0.600000023842))
initAttribsForChar: working on civilian_female_1 (carrol_ferris)
initAttribsForChar: working on civilian_male_2 (astronaut)
initAttribsForChar: working on civilian_female_3 (carrol_ferris)
initAttribsForChar: working on civilian_male_3 (astronaut)
initAttribsForChar: working on civilian_male_4 (astronaut)
initAttribsForChar: working on civilian_female_2 (carrol_ferris)
initAttribsForChar: working on civilian_female_4 (carrol_ferris)
initAttribsForChar: working on civilian_male_1 (astronaut)
initAttribsForChar: working on hero_0 (superman)
initAttribsForChar (superman): looking at attribute bedevilled
initAttribsForChar (superman): looking at attribute kryptonian
execInitAttrib: init ffqnimbleflier attribute inside ['kryptonian', 'ffqnimbleflier', 'vulnerability', 'fastflier', 'invulnerable', 'toughguy2', 'heavylifter'] combo
    on hero_0 of template custom_template_67 (superman)
execInitAttrib: init vulnerability attribute inside ['kryptonian', 'ffqnimbleflier', 'vulnerability', 'fastflier', 'invulnerable', 'toughguy2', 'heavylifter'] combo
    on hero_0 of template custom_template_67 (superman)
execInitAttrib: init fastflier attribute inside ['kryptonian', 'ffqnimbleflier', 'vulnerability', 'fastflier', 'invulnerable', 'toughguy2', 'heavylifter'] combo
    on hero_0 of template custom_template_67 (superman)
execInitAttrib: init invulnerable attribute inside ['kryptonian', 'ffqnimbleflier', 'vulnerability', 'fastflier', 'invulnerable', 'toughguy2', 'heavylifter'] combo
    on hero_0 of template custom_template_67 (superman)
execInitAttrib: init toughguy2 attribute inside ['kryptonian', 'ffqnimbleflier', 'vulnerability', 'fastflier', 'invulnerable', 'toughguy2', 'heavylifter'] combo
    on hero_0 of template custom_template_67 (superman)
inittoughguy2: char=<hero_0>
inittoughguy2: initializing for hero_0
execInitAttrib: init heavylifter attribute inside ['kryptonian', 'ffqnimbleflier', 'vulnerability', 'fastflier', 'invulnerable', 'toughguy2', 'heavylifter'] combo
    on hero_0 of template custom_template_67 (superman)
initAttribsForChar (superman): looking at attribute flier
initAttribsForChar (superman): looking at attribute heavy hitter
initAttribsForChar (superman): looking at attribute accidentalchange
execInitAttrib: init accidentalchange attribute
    on hero_0 of template custom_template_67 (superman)
accidental change
superman
isNever
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()
ff.EncCustom_ItemStartsOnGround_Setup(2)
exceptions.RuntimeError Object_Spawn(): Failed to resolve object pos - m25obj_16
ff.DoEncCustom(2,villains = ['disguise_martian', 'disguise_martian', 'disguise_martian'], cutscenes = [['startcs', [['priority', 1], ['replace', ['ally1', 'ally'], ['hero1', 'hero'], ['villain1', 'villain']], ['cutscene', 'CS_Start()', "CS_Camera('ally1', dist=-160, yaw=0)", "CS_TurnTo('ally1', 'hero1')", "CS_TurnTo('hero1', 'ally1')", "CS_Camera('hero1', dist=-160, yaw=0)", "CS_Speak('hero1', 'Jimmy! Are you alright?', force=0)", "CS_Camera('villain1', dist=-160, yaw=0)", "CS_TurnTo('villain1', 'hero1')", "CS_Animate('villain1','melee')", "CS_Speak('villain1', '<The Kryptonian has blundered into our trap, activate the weapons!>', force=0)", "CS_Camera('hero1', dist=-160, yaw=0)", 'CS_Speak(\'hero1\', "Jimmy, have they harmed you? Why don\'t you say something?", force=0)', 'CS_End()']]], ['endcs', [['priority', 1], ['replace', ['hero1', 'hero'], ['ally1', 'ally']], ['cutscene', 'CS_Start()', "CS_Camera('hero1', dist=-160, yaw=0)", "CS_MoveTo('hero1', 'ally1')", 'CS_Speak(\'hero1\', "A little X-Ray vision solves this mystery, you\'re nothing but a hologram, are you?", force=0)', "CS_Speak('hero1', 'But where is the real Olsen? If I concentrate, maybe my super hearing can find him...', force=0)", "CS_Animate('hero1','stunned')", "CS_Animate('hero1','ranged')", "CS_Speak('hero1', 'Ah, found him!', force=0)", 'CS_End()']]]], marker = 'encounter', actions="item exists, item starts on ground, item has power, item uses power on heroes, switches exist, item can be switched off, item is invulnerable", allies = ['jimmy_olsen'], item = 'nazihq_hypno_sphere, nazihq_hypno_sphere', switches = 'switch, switch, switch', trappower = 'martianw gauntlet',return_function="StorylineEncounterReturn")
Traceback (innermost last):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25story.py", line 250, in DoStorylineStateEvent
    DoStorylineState(story, state, event.user)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25story.py", line 293, in DoStorylineState
    if not StorySetupEncounter(enc_id,story,state,a):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25story.py", line 383, in StorySetupEncounter
    val = eval('ff.%s(%i,%s,return_function="StorylineEncounterReturn")'%(encname,enc_id,encparams))
  File "<string>", line 0, in ?
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25enc.py", line 4193, in DoEncCustom
    return SetupEncounter(enc_id, encounter)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25enc.py", line 1357, in SetupEncounter
    SetupEnc_CallPost(enc_id, encounter)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25enc.py", line 1500, in SetupEnc_CallPost
    exec 'ff.' + s + '(' + `enc_id` + ')'            
  File "<string>", line 1, in ?
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25enc.py", line 4980, in EncCustom_ItemStartsOnGround_Setup
    js.Object_Spawn(name, item, marker)
RuntimeError: Object_Spawn(): Failed to resolve object pos - m25obj_16
initAttribsForChar: working on m25obj_14 (jimmy_olsen)
initAttribsForChar: working on m25obj_12 (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute flier
initAttribsForChar (disguise_martian): looking at attribute heat sensitive
initAttribsForChar (disguise_martian): looking at attribute masscontrol
execInitAttrib: init masscontrol attribute
    on m25obj_12 of template disguise_martian (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute white_martian
execInitAttrib: init disciplined attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_12 of template disguise_martian (disguise_martian)
execInitAttrib: init toughguy2 attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_12 of template disguise_martian (disguise_martian)
inittoughguy2: char=<m25obj_12>
inittoughguy2: initializing for m25obj_12
initAttribsForChar (disguise_martian): looking at attribute invulnerable0
execInitAttrib: init invulnerable0 attribute
    on m25obj_12 of template disguise_martian (disguise_martian)
initAttribsForChar: working on m25obj_8 (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute flier
initAttribsForChar (disguise_martian): looking at attribute heat sensitive
initAttribsForChar (disguise_martian): looking at attribute masscontrol
execInitAttrib: init masscontrol attribute
    on m25obj_8 of template disguise_martian (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute white_martian
execInitAttrib: init disciplined attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_8 of template disguise_martian (disguise_martian)
execInitAttrib: init toughguy2 attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_8 of template disguise_martian (disguise_martian)
inittoughguy2: char=<m25obj_8>
inittoughguy2: initializing for m25obj_8
initAttribsForChar (disguise_martian): looking at attribute invulnerable0
execInitAttrib: init invulnerable0 attribute
    on m25obj_8 of template disguise_martian (disguise_martian)
initAttribsForChar: working on m25obj_10 (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute flier
initAttribsForChar (disguise_martian): looking at attribute heat sensitive
initAttribsForChar (disguise_martian): looking at attribute masscontrol
execInitAttrib: init masscontrol attribute
    on m25obj_10 of template disguise_martian (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute white_martian
execInitAttrib: init disciplined attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_10 of template disguise_martian (disguise_martian)
execInitAttrib: init toughguy2 attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_10 of template disguise_martian (disguise_martian)
inittoughguy2: char=<m25obj_10>
inittoughguy2: initializing for m25obj_10
initAttribsForChar (disguise_martian): looking at attribute invulnerable0
execInitAttrib: init invulnerable0 attribute
    on m25obj_10 of template disguise_martian (disguise_martian)
Traceback (innermost last):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\skXMapInfo.py", line 685, in MapInfo_CheckObjects2
    Object_UpdateGridPos (ms)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\skXMapInfo.py", line 565, in Object_UpdateGridPos
    if ts not in ff.MapInfo [maGrid
  • ] [maGrid [1]]:
    KeyError: -5
    [/spoiler]

M25

If you haven't, go to


http://ezscript.wikispaces.com/Plug-ins

and grab the update to EZ Script.   I believe it should fix the problem.


BentonGrey

Thanks for the response M, but I downloaded all of those updates and installed them, only to find the same error:

[spoiler]>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
Starting ffx.py v. 3.2.0 build 11; branch = Gold / Release
Loading m25ai.py v. 3.2.0 build 10; branch = beta 2: m25 branch 2
importing missionobjvar.py v1.18
loading datfiles version 0.251000
importing MLOG Reader 1.0.18 release
Starting General Utilities 1.0
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Campaign play.
CustomHeadCurrentTime 1203101723.238000
Starting Height Check module 1.4
Starting System Utilities 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
Campaign_ReadObjects() warning: object template <water> has more than one entry for attribute <mass>, values 650.000000 and 650.000000
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
Campaign_ReadObjects() warning: object template <bigwater> has more than one entry for attribute <mass>, values 650.000000 and 650.000000
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 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
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\MiniMod JLA3.py executed
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.py executed
! GetMapInfo
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod JLA3.py executed
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'CITY LANDMARKS'
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
numberStr=67
storing hero_0: id_1,-67
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (-140.0, 70.0, 1.0, 0.800000011921, (0.699999988079, 0.600000023842, 0.600000023842))
initAttribsForChar: working on civilian_female_1 (carrol_ferris)
initAttribsForChar: working on civilian_male_2 (astronaut)
initAttribsForChar: working on civilian_female_3 (carrol_ferris)
initAttribsForChar: working on civilian_male_3 (astronaut)
initAttribsForChar: working on civilian_male_4 (astronaut)
initAttribsForChar: working on civilian_female_2 (carrol_ferris)
initAttribsForChar: working on civilian_female_4 (carrol_ferris)
initAttribsForChar: working on civilian_male_1 (astronaut)
initAttribsForChar: working on hero_0 (superman)
initAttribsForChar (superman): looking at attribute bedevilled
initAttribsForChar (superman): looking at attribute kryptonian
execInitAttrib: init ffqnimbleflier attribute inside ['kryptonian', 'ffqnimbleflier', 'vulnerability', 'fastflier', 'invulnerable', 'toughguy2', 'heavylifter'] combo
    on hero_0 of template custom_template_67 (superman)
execInitAttrib: init vulnerability attribute inside ['kryptonian', 'ffqnimbleflier', 'vulnerability', 'fastflier', 'invulnerable', 'toughguy2', 'heavylifter'] combo
    on hero_0 of template custom_template_67 (superman)
execInitAttrib: init fastflier attribute inside ['kryptonian', 'ffqnimbleflier', 'vulnerability', 'fastflier', 'invulnerable', 'toughguy2', 'heavylifter'] combo
    on hero_0 of template custom_template_67 (superman)
execInitAttrib: init invulnerable attribute inside ['kryptonian', 'ffqnimbleflier', 'vulnerability', 'fastflier', 'invulnerable', 'toughguy2', 'heavylifter'] combo
    on hero_0 of template custom_template_67 (superman)
execInitAttrib: init toughguy2 attribute inside ['kryptonian', 'ffqnimbleflier', 'vulnerability', 'fastflier', 'invulnerable', 'toughguy2', 'heavylifter'] combo
    on hero_0 of template custom_template_67 (superman)
inittoughguy2: char=<hero_0>
inittoughguy2: initializing for hero_0
execInitAttrib: init heavylifter attribute inside ['kryptonian', 'ffqnimbleflier', 'vulnerability', 'fastflier', 'invulnerable', 'toughguy2', 'heavylifter'] combo
    on hero_0 of template custom_template_67 (superman)
initAttribsForChar (superman): looking at attribute flier
initAttribsForChar (superman): looking at attribute heavy hitter
initAttribsForChar (superman): looking at attribute accidentalchange
execInitAttrib: init accidentalchange attribute
    on hero_0 of template custom_template_67 (superman)
accidental change
superman
isNever
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()
ff.EncCustom_ItemStartsOnGround_Setup(2)
exceptions.RuntimeError Object_Spawn(): Failed to resolve object pos - m25obj_16
ff.DoEncCustom(2,villains = ['disguise_martian', 'disguise_martian', 'disguise_martian'], cutscenes = [['startcs', [['priority', 1], ['replace', ['ally1', 'ally'], ['hero1', 'hero'], ['villain1', 'villain']], ['cutscene', 'CS_Start()', "CS_Camera('ally1', dist=-160, yaw=0)", "CS_TurnTo('ally1', 'hero1')", "CS_TurnTo('hero1', 'ally1')", "CS_Camera('hero1', dist=-160, yaw=0)", "CS_Speak('hero1', 'Jimmy! Are you alright?', force=0)", "CS_Camera('villain1', dist=-160, yaw=0)", "CS_TurnTo('villain1', 'hero1')", "CS_Animate('villain1','melee')", "CS_Speak('villain1', '<The Kryptonian has blundered into our trap, activate the weapons!>', force=0)", "CS_Camera('hero1', dist=-160, yaw=0)", 'CS_Speak(\'hero1\', "Jimmy, have they harmed you? Why don\'t you say something?", force=0)', 'CS_End()']]], ['endcs', [['priority', 1], ['replace', ['hero1', 'hero'], ['ally1', 'ally']], ['cutscene', 'CS_Start()', "CS_Camera('hero1', dist=-160, yaw=0)", "CS_MoveTo('hero1', 'ally1')", 'CS_Speak(\'hero1\', "A little X-Ray vision solves this mystery, you\'re nothing but a hologram, are you?", force=0)', "CS_Speak('hero1', 'But where is the real Olsen? If I concentrate, maybe my super hearing can find him...', force=0)", "CS_Animate('hero1','stunned')", "CS_Animate('hero1','ranged')", "CS_Speak('hero1', 'Ah, found him!', force=0)", 'CS_End()']]]], marker = 'encounter', actions="item exists, item starts on ground, item has power, item uses power on heroes, switches exist, item can be switched off, item is invulnerable", allies = ['jimmy_olsen'], item = 'nazihq_hypno_sphere, nazihq_hypno_sphere', switches = ['switch', 'switch', 'switch'], trappower = 'martianw gauntlet',return_function="StorylineEncounterReturn")
Traceback (innermost last):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25story.py", line 252, in DoStorylineStateEvent
    DoStorylineState(story, state, event.user)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25story.py", line 295, in DoStorylineState
    if not StorySetupEncounter(enc_id,story,state,a):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25story.py", line 385, in StorySetupEncounter
    val = eval('ff.%s(%i,%s,return_function="StorylineEncounterReturn")'%(encname,enc_id,encparams))
  File "<string>", line 0, in ?
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25enc.py", line 4206, in DoEncCustom
    return SetupEncounter(enc_id, encounter)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25enc.py", line 1366, in SetupEncounter
    SetupEnc_CallPost(enc_id, encounter)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25enc.py", line 1509, in SetupEnc_CallPost
    exec 'ff.' + s + '(' + `enc_id` + ')'            
  File "<string>", line 1, in ?
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25enc.py", line 5003, in EncCustom_ItemStartsOnGround_Setup
    js.Object_Spawn(name, item, marker)
RuntimeError: Object_Spawn(): Failed to resolve object pos - m25obj_16
initAttribsForChar: working on m25obj_14 (jimmy_olsen)
initAttribsForChar: working on m25obj_12 (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute flier
initAttribsForChar (disguise_martian): looking at attribute heat sensitive
initAttribsForChar (disguise_martian): looking at attribute masscontrol
execInitAttrib: init masscontrol attribute
    on m25obj_12 of template disguise_martian (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute white_martian
execInitAttrib: init disciplined attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_12 of template disguise_martian (disguise_martian)
execInitAttrib: init toughguy2 attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_12 of template disguise_martian (disguise_martian)
inittoughguy2: char=<m25obj_12>
inittoughguy2: initializing for m25obj_12
initAttribsForChar (disguise_martian): looking at attribute invulnerable0
execInitAttrib: init invulnerable0 attribute
    on m25obj_12 of template disguise_martian (disguise_martian)
initAttribsForChar: working on m25obj_8 (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute flier
initAttribsForChar (disguise_martian): looking at attribute heat sensitive
initAttribsForChar (disguise_martian): looking at attribute masscontrol
execInitAttrib: init masscontrol attribute
    on m25obj_8 of template disguise_martian (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute white_martian
execInitAttrib: init disciplined attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_8 of template disguise_martian (disguise_martian)
execInitAttrib: init toughguy2 attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_8 of template disguise_martian (disguise_martian)
inittoughguy2: char=<m25obj_8>
inittoughguy2: initializing for m25obj_8
initAttribsForChar (disguise_martian): looking at attribute invulnerable0
execInitAttrib: init invulnerable0 attribute
    on m25obj_8 of template disguise_martian (disguise_martian)
initAttribsForChar: working on m25obj_10 (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute flier
initAttribsForChar (disguise_martian): looking at attribute heat sensitive
initAttribsForChar (disguise_martian): looking at attribute masscontrol
execInitAttrib: init masscontrol attribute
    on m25obj_10 of template disguise_martian (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute white_martian
execInitAttrib: init disciplined attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_10 of template disguise_martian (disguise_martian)
execInitAttrib: init toughguy2 attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_10 of template disguise_martian (disguise_martian)
inittoughguy2: char=<m25obj_10>
inittoughguy2: initializing for m25obj_10
initAttribsForChar (disguise_martian): looking at attribute invulnerable0
execInitAttrib: init invulnerable0 attribute
    on m25obj_10 of template disguise_martian (disguise_martian)
[/spoiler]

I'm calling for two of the same item in each encounter, could that be causing problems?  Plus, Supes is still stuck for a time in the beginning of the level.

M25

Yes, you're right.  The multiple items is causing the problem.  It's only set up to allow one item per encounter.  Try using a single item.


BentonGrey

Okay, it's been a while since I had time to work on JLA#3, but I've finished the map for it today and have been trying to put it through its paces.  Tons of problems, as usual, meet my efforts.  First, Superman is still stuck when the level initiates.  I realized that the level didn't have a skirmish spawn and thought that might be the cause of it...but nope, still stuck.  I can free him by clicking 'turn on AI' which doesn't actually turn on the AI, but does seem to allow me to move him.  The first cutscene is still not playing, even after I've changed a lot of stuff and gotten rid of the extra items.  I'm thinking it might have something to do with the teleportation I'm calling for, but it's the same code that WORKS in my first Batman mission....I'm sort of stymied here guys.  Plus, my latest attempt crashed the game.  Here's the script.log, with no discernible errors.

[spoiler]>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
Starting ffx.py v. 3.2.0 build 11; branch = Gold / Release
Loading m25ai.py v. 3.2.0 build 10; branch = beta 2: m25 branch 2
importing missionobjvar.py v1.18
loading datfiles version 0.251000
importing MLOG Reader 1.0.18 release
Starting General Utilities 1.0
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Campaign play.
CustomHeadCurrentTime 1206036599.015000
Starting Height Check module 1.4
Starting System Utilities 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
Campaign_ReadObjects() warning: object template <water> has more than one entry for attribute <mass>, values 650.000000 and 650.000000
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
Campaign_ReadObjects() warning: object template <bigwater> has more than one entry for attribute <mass>, values 650.000000 and 650.000000
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 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
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\MiniMod JLA3.py executed
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.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 ()
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod JLA3.py executed
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = '03_JLA'
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
numberStr=67
storing hero_1: id_1,-67
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (-137.0, 57.0, 1.5, 0.20000000298, (0.20000000298, 0.20000000298, 0.600000023842))
initAttribsForChar: working on civilian_male27 (astronaut)
initAttribsForChar: working on civilian_male1 (astronaut)
initAttribsForChar: working on civilian_female2 (carrol_ferris)
initAttribsForChar: working on civilian_female11 (carrol_ferris)
initAttribsForChar: working on civilian_male14 (astronaut)
initAttribsForChar: working on civilian_male6 (astronaut)
initAttribsForChar: working on civilian_female3 (carrol_ferris)
initAttribsForChar: working on civilian_male28 (astronaut)
initAttribsForChar: working on civilian_male19 (astronaut)
initAttribsForChar: working on civilian_male23 (astronaut)
initAttribsForChar: working on civilian_female13 (carrol_ferris)
initAttribsForChar: working on civilian_female21 (carrol_ferris)
initAttribsForChar: working on civilian_female4 (carrol_ferris)
initAttribsForChar: working on civilian_female23 (carrol_ferris)
initAttribsForChar: working on civilian_male2 (astronaut)
initAttribsForChar: working on civilian_female15 (carrol_ferris)
initAttribsForChar: working on civilian_male10 (astronaut)
initAttribsForChar: working on civilian_male15 (astronaut)
initAttribsForChar: working on civilian_male24 (astronaut)
initAttribsForChar: working on civilian_female17 (carrol_ferris)
initAttribsForChar: working on civilian_female5 (carrol_ferris)
initAttribsForChar: working on civilian_female25 (carrol_ferris)
initAttribsForChar: working on civilian_male7 (astronaut)
initAttribsForChar: working on civilian_group1_2 (astronaut)
initAttribsForChar: working on civilian_female19 (carrol_ferris)
initAttribsForChar: working on civilian_female6 (carrol_ferris)
initAttribsForChar: working on civilian_male3 (astronaut)
initAttribsForChar: working on civilian_male11 (astronaut)
initAttribsForChar: working on civilian_male20 (astronaut)
initAttribsForChar: working on civilian_female10 (carrol_ferris)
initAttribsForChar: working on civilian_male16 (astronaut)
initAttribsForChar: working on civilian_male25 (astronaut)
initAttribsForChar: working on civilian_female7 (carrol_ferris)
initAttribsForChar: working on civilian_female12 (carrol_ferris)
initAttribsForChar: working on civilian_male8 (astronaut)
initAttribsForChar: working on civilian_female20 (carrol_ferris)
initAttribsForChar: working on civilian_female8 (carrol_ferris)
initAttribsForChar: working on civilian_male4 (astronaut)
initAttribsForChar: working on civilian_female14 (carrol_ferris)
initAttribsForChar: working on civilian_male12 (astronaut)
initAttribsForChar: working on civilian_male17 (astronaut)
initAttribsForChar: working on civilian_female22 (carrol_ferris)
initAttribsForChar: working on civilian_male21 (astronaut)
initAttribsForChar: working on civilian_male26 (astronaut)
initAttribsForChar: working on civilian_female16 (carrol_ferris)
initAttribsForChar: working on civilian_female24 (carrol_ferris)
initAttribsForChar: working on civilian_male9 (astronaut)
initAttribsForChar: working on civilian_female9 (carrol_ferris)
initAttribsForChar: working on civilian_group1_1 (astronaut)
initAttribsForChar: working on civilian_male5 (astronaut)
initAttribsForChar: working on civilian_female1 (carrol_ferris)
initAttribsForChar: working on civilian_female18 (carrol_ferris)
initAttribsForChar: working on civilian_female26 (carrol_ferris)
initAttribsForChar: working on civilian_male22 (astronaut)
initAttribsForChar: working on civilian_male13 (astronaut)
initAttribsForChar: working on civilian_group1_3 (astronaut)
initAttribsForChar: working on civilian_male18 (astronaut)
initAttribsForChar: working on hero_1 (superman)
initAttribsForChar (superman): looking at attribute bedevilled
initAttribsForChar (superman): looking at attribute kryptonian
execInitAttrib: init ffqnimbleflier attribute inside ['kryptonian', 'ffqnimbleflier', 'vulnerability', 'fastflier', 'invulnerable', 'toughguy2', 'heavylifter'] combo
    on hero_1 of template custom_template_67 (superman)
execInitAttrib: init vulnerability attribute inside ['kryptonian', 'ffqnimbleflier', 'vulnerability', 'fastflier', 'invulnerable', 'toughguy2', 'heavylifter'] combo
    on hero_1 of template custom_template_67 (superman)
execInitAttrib: init fastflier attribute inside ['kryptonian', 'ffqnimbleflier', 'vulnerability', 'fastflier', 'invulnerable', 'toughguy2', 'heavylifter'] combo
    on hero_1 of template custom_template_67 (superman)
execInitAttrib: init invulnerable attribute inside ['kryptonian', 'ffqnimbleflier', 'vulnerability', 'fastflier', 'invulnerable', 'toughguy2', 'heavylifter'] combo
    on hero_1 of template custom_template_67 (superman)
execInitAttrib: init toughguy2 attribute inside ['kryptonian', 'ffqnimbleflier', 'vulnerability', 'fastflier', 'invulnerable', 'toughguy2', 'heavylifter'] combo
    on hero_1 of template custom_template_67 (superman)
inittoughguy2: char=<hero_1>
inittoughguy2: initializing for hero_1
execInitAttrib: init heavylifter attribute inside ['kryptonian', 'ffqnimbleflier', 'vulnerability', 'fastflier', 'invulnerable', 'toughguy2', 'heavylifter'] combo
    on hero_1 of template custom_template_67 (superman)
initAttribsForChar (superman): looking at attribute flier
initAttribsForChar (superman): looking at attribute heavy hitter
initAttribsForChar (superman): looking at attribute accidentalchange
execInitAttrib: init accidentalchange attribute
    on hero_1 of template custom_template_67 (superman)
accidental change
superman
isNever
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()
initAttribsForChar: working on m25obj_10 (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute flier
initAttribsForChar (disguise_martian): looking at attribute heat sensitive
initAttribsForChar (disguise_martian): looking at attribute masscontrol
execInitAttrib: init masscontrol attribute
    on m25obj_10 of template disguise_martian (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute white_martian
execInitAttrib: init disciplined attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_10 of template disguise_martian (disguise_martian)
execInitAttrib: init toughguy2 attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_10 of template disguise_martian (disguise_martian)
inittoughguy2: char=<m25obj_10>
inittoughguy2: initializing for m25obj_10
initAttribsForChar (disguise_martian): looking at attribute invulnerable0
execInitAttrib: init invulnerable0 attribute
    on m25obj_10 of template disguise_martian (disguise_martian)
initAttribsForChar: working on m25obj_8 (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute flier
initAttribsForChar (disguise_martian): looking at attribute heat sensitive
initAttribsForChar (disguise_martian): looking at attribute masscontrol
execInitAttrib: init masscontrol attribute
    on m25obj_8 of template disguise_martian (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute white_martian
execInitAttrib: init disciplined attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_8 of template disguise_martian (disguise_martian)
execInitAttrib: init toughguy2 attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_8 of template disguise_martian (disguise_martian)
inittoughguy2: char=<m25obj_8>
inittoughguy2: initializing for m25obj_8
initAttribsForChar (disguise_martian): looking at attribute invulnerable0
execInitAttrib: init invulnerable0 attribute
    on m25obj_8 of template disguise_martian (disguise_martian)
initAttribsForChar: working on m25obj_6 (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute flier
initAttribsForChar (disguise_martian): looking at attribute heat sensitive
initAttribsForChar (disguise_martian): looking at attribute masscontrol
execInitAttrib: init masscontrol attribute
    on m25obj_6 of template disguise_martian (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute white_martian
execInitAttrib: init disciplined attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_6 of template disguise_martian (disguise_martian)
execInitAttrib: init toughguy2 attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_6 of template disguise_martian (disguise_martian)
inittoughguy2: char=<m25obj_6>
inittoughguy2: initializing for m25obj_6
initAttribsForChar (disguise_martian): looking at attribute invulnerable0
execInitAttrib: init invulnerable0 attribute
    on m25obj_6 of template disguise_martian (disguise_martian)
initAttribsForChar: working on m25obj_4 (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute flier
initAttribsForChar (disguise_martian): looking at attribute heat sensitive
initAttribsForChar (disguise_martian): looking at attribute masscontrol
execInitAttrib: init masscontrol attribute
    on m25obj_4 of template disguise_martian (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute white_martian
execInitAttrib: init disciplined attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_4 of template disguise_martian (disguise_martian)
execInitAttrib: init toughguy2 attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_4 of template disguise_martian (disguise_martian)
inittoughguy2: char=<m25obj_4>
inittoughguy2: initializing for m25obj_4
initAttribsForChar (disguise_martian): looking at attribute invulnerable0
execInitAttrib: init invulnerable0 attribute
    on m25obj_4 of template disguise_martian (disguise_martian)
initAttribsForChar: working on m25obj_12 (jimmy_olsen)[/spoiler]



BentonGrey

And here is the non-working script:

[spoiler][spoiler]#Heroes: Superman
#Map: JLA#3-Superman

Story: JLA3

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

Encounter: Begin
Type: Cutscene

Start Cutscene:
Fade for 2 seconds
Narrator says, "Back in Metropolis, Superman heads for S.T.A.R. Labs in an effort to obtains some answers about the mysterious threat in orbit, but he finds himself distracted by a danger closer to home."
Camera on Hero1
Unfade for 3 seconds
Hero1 plays animation pain
Hero1 says, "Ohh! Jimmy's wristcom's signal...he must be in trouble! S.T.A.R. Labs will have to wait..."

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

Encounter: MTrap1
Type: Switchable Power Trap
Villains: disguise_martian, disguise_martian, disguise_martian, disguise_martian
Allies: jimmy_olsen
Item: nazihq_hypno_sphere
Switches: switch
Trap Power: martianw gauntlet
Marker: trap1
Next: alien1

Start Cutscene:
Fade for 2 seconds
Villain4 teleports to encounter1
Camera on Ally1
Unfade for 3 seconds
Ally1 turns to Hero1
Hero1 turns to Ally1
Camera on Hero1
Hero1 says, "Jimmy! Are you alright?"
Camera on Villain1
Villain1 turns to Hero1
Villain1 plays animation melee
Villain1 says, "<The Kryptonian has blundered into our trap, activate the weapons!>"
Camera on Hero1
Hero1 says, "Jimmy, have they harmed you? Why don't you say something?"
Camera on Ally1
Fade for 2 seconds
Ally1 teleports to trap2
Villain4 teleports to trap1_ally1
Camera on Villain4
Villain4 turns to Hero1
Unfade for 3 seconds
Villain4 says, "<Haha, now the fool dies!>"
Villain4 plays animation ranged
Camera on Hero1
Hero1 says, "A trap, that thing is some kind of shapeshifter!"
Hero1 says, "Who are you people, what do you want?"
Camera on Villain1
Villain1 says, "Your death Kryptonian!"

End Cutscene:
Camera on Hero1
Hero1 says, "A little X-Ray vision would have solved that mystery, still, it takes more than fancy technology to put me down...but where is the real Olsen? If I concentrate, maybe my super hearing can find him..."
Hero1 plays animation stunned
Hero1 plays animation ranged
Hero1 says, "Ah, found him!"

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

Encounter: MTrap2
Type: Custom
Actions: Item Exists, Villains Fight Heroes, Item Starts On Ground, Item Has Power, Atom Uses Power on Heroes, Item Can Be Switched Off, Switches Exist, Allies Can Be Freed, Allies In Cages
Villains: disguise_martian, disguise_martian, disguise_martian, disguise_martian
Allies: jimmy_olsen
Item: nazihq_hypno_sphere
Switches: switch
Trap Power: martianw gauntlet
Marker: trap2
Next: alien2

Alert Cutscene:
Red arrow on Villain1

Start Cutscene:
Camera on Hero1
Hero1 turns to Villain1
Hero1 says, "If you've hurt him, you'll regret it...whatever you are!"
Camera on Villain1
Villain1 turns to Hero1
Villain1 plays animation power
Villain1 says, "<The kryptonian survived our first trap, the yellow sun must give him more power than we anticipated. No matter, destroy him!>"

End Cutscene:
Ally1 moves to Hero1
Hero1 turns to Ally1
Ally1 says, "Su..Superman? What...what happened?"
Hero1 says, "I was hoping you could tell me Jimmy, I came back to town and got a distress call from your watch."
Ally1 says, "Well, gee Superman, I don't know...I was trying to get some shots of the new display at the museum when these military guys walked up, said something about how I needed to come with them...and that's all I can remember."
Hero1 says, "Well, you better get back to the Planet Jimmy, there might be more of these things around."

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

Encounter: Boom
Type: Disarm Bomb
Villains: disguise_martian, disguise_martian, disguise_martian, disguise_martian
Bomb: nazihq_temporal_amplifier
Next: If Bomb Disarmed: __win__
Next: If Bomb Exploded: __lose__

Alert Cutscene:
Camera on Hero1
Hero1 plays animation pain
Villain1 says telepathically, "Kryptonian! We know who you are, we know what you are!"
Hero1 plays animation stunned
Hero1 says, "A voice...in my mind!"
Villain1 says telepathically, "We possess a bomb powerful enough to vaporize this miserable little collection of primitve hovels. If you wish these morsels you call humans to survive, you have two minutes to surrender to us, and we shall spare them!"
Hero1 says, "I don't think my surrender would save Metropolis...but can I take that risk? I've got two minutes, that should be enough time. I've got to find that bomb!"

Bomb Exploded Cutscene:
Camera on Hero1
Hero1 says, "No! I failed, I was too slow...but I'm never too slow!"
Fade for 2 seconds

End Cutscene:
Camera on Hero1
Hero1 says, "Well, that should teach them to stay out of Metropolis! Now on to S.T.A.R. Labs for some answers..."



[/spoiler]

I've tripple checked the marker names, so I don't believe there the problem.

style

This is the most Newbiesh question you'll get at this stage in this thread and it's coming from a vet! Any who does EZScript work for the 1st :ff: game also? And if it does can you point me in the right direction for a beginner to start one?

Boalt92

Cutscene problem:

Could it be waiting to start?  Meaning, is it waiting for you to reach the marker for it to begin?  Maybe you should tie the cutscene to a marker and teleport the hero there.  You could also try using an alert cutscene with a yellow arrow or something to get the hero to where ever the cutscene is firing.

Just some thoughts.

B92

BentonGrey

Thanks for the response Boalt, but I'm pretty sure that's not the case.  I placed the marker myself, so I made sure to move Supes right on top of it. 

'Fraid EZScript is FF2 only, Style, but I couldn't tell you why.  You'd have to ask a better brain than mine!

M25

Forgive my confusion, but which cutscene isn't playing?

I wonder if the pain animation is causing superman to be stuck.  Try removing that line.


BentonGrey

Ohh, sorry, I guess that wasn't very clear.  The first cutscene with Superman is playing just fine, but the cutscene fronting the first encounter is not playing at all.  I'll try that with the 'pain' line, thanks M.

M25

Normally, if a cutscene doesn't play it has to do with EZ script not being able to find all of the required elements for the cutscene.  There must be a character to match up with each Villain, Hero, Ally, marker, etc., or there is an error in the cutscene itself.  Nothing jumps out at me though.

Please go into m25config.py and set
M25_USE_REPORTS = 1

It'll be easier to see what is going on in the log then.


BentonGrey

Okay, I had some time to do this today, so:

[spoiler]>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
Starting ffx.py v. 3.2.0 build 11; branch = Gold / Release
Loading m25ai.py v. 3.2.0 build 10; branch = beta 2: m25 branch 2
importing missionobjvar.py v1.18
loading datfiles version 0.251000
importing MLOG Reader 1.0.18 release
Starting General Utilities 1.0
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Campaign play.
CustomHeadCurrentTime 1206560054.171000
Starting Height Check module 1.4
Starting System Utilities 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
Campaign_ReadObjects() warning: object template <water> has more than one entry for attribute <mass>, values 650.000000 and 650.000000
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
Campaign_ReadObjects() warning: object template <bigwater> has more than one entry for attribute <mass>, values 650.000000 and 650.000000
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
FFX Mission Plugin 'cutscene_power' imported
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
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\MiniMod JLA3.py executed
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.py executed
MISSION: EZScript MiniMod/Campaign Precache.
PSTORY: {'name': 'JLA3', 'encounters': [{'marker': 'encounter', 'type': 'Cutscene', 'timeofday': 'none', 'required_map': [], 'trigger': [], 'next': [], 'objectives': [], 'parameters': [], 'name': 'Begin', 'cutscenes': [{'replace': [['hero1', 'hero']], 'name': 'Start', 'required': [], 'priority': 1, 'cutscene': ['CS_Start()', 'CS_Fade(2)', "CS_Speak('narrator', 'Back in Metropolis, Superman heads for S.T.A.R. Labs in an effort to obtains some answers about the mysterious threat in orbit, but he finds himself distracted by a danger closer to home.', force=0)", "CS_Camera('hero1', dist=-160, yaw=0)", 'CS_UnFade(3)', 'CS_Speak(\'hero1\', "Ohh! Jimmy\'s wristcom\'s signal...he must be in trouble! S.T.A.R. Labs will have to wait...", force=0)', 'CS_End()']}], 'pre': []}, {'marker': 'trap1', 'type': 'Switchable Power Trap', 'timeofday': 'none', 'required_map': [], 'trigger': [], 'next': ['alien1'], 'objectives': [], 'parameters': [['allies', 'jimmy_olsen'], ['item', 'nazihq_hypno_sphere'], ['switches', 'switch'], ['trappower', 'martianw gauntlet']], 'name': 'MTrap1', 'villains': ['disguise_martian', 'disguise_martian', 'disguise_martian', 'disguise_martian'], 'cutscenes': [{'replace': [['villain4', 'villain'], ['ally1', 'ally'], ['hero1', 'hero'], ['villain1', 'villain'], ['trap1_ally1', 'ally']], 'name': 'Start', 'required': ['encounter1', 'trap2'], 'priority': 1, 'cutscene': ['CS_Start()', 'CS_Fade(2)', "CS_TeleportTo('villain4', 'encounter1')", "CS_Camera('ally1', dist=-160, yaw=0)", 'CS_UnFade(3)', "CS_TurnTo('ally1', 'hero1')", "CS_TurnTo('hero1', 'ally1')", "CS_Camera('hero1', dist=-160, yaw=0)", "CS_Speak('hero1', 'Jimmy! Are you alright?', force=0)", "CS_Camera('villain1', dist=-160, yaw=0)", "CS_TurnTo('villain1', 'hero1')", "CS_Animate('villain1','melee')", "CS_Speak('villain1', '<The Kryptonian has blundered into our trap, activate the weapons!>', force=0)", "CS_Camera('hero1', dist=-160, yaw=0)", 'CS_Speak(\'hero1\', "Jimmy, have they harmed you? Why don\'t you say something?", force=0)', "CS_Camera('ally1', dist=-160, yaw=0)", 'CS_Fade(2)', "CS_TeleportTo('ally1', 'trap2')", "CS_TeleportTo('villain4', 'trap1_ally1')", "CS_Camera('villain4', dist=-160, yaw=0)", "CS_TurnTo('villain4', 'hero1')", 'CS_UnFade(3)', "CS_Speak('villain4', '<Haha, now the fool dies!>', force=0)", "CS_Animate('villain4','ranged')", "CS_Camera('hero1', dist=-160, yaw=0)", "CS_Speak('hero1', 'A trap, that thing is some kind of shapeshifter!', force=0)", "CS_Speak('hero1', 'Who are you people, what do you want?', force=0)", "CS_Camera('villain1', dist=-160, yaw=0)", "CS_Speak('villain1', 'Your death Kryptonian!', force=0)", 'CS_End()']}, {'replace': [['hero1', 'hero']], 'name': 'End', 'required': [], 'priority': 1, 'cutscene': ['CS_Start()', "CS_Camera('hero1', dist=-160, yaw=0)", "CS_Speak('hero1', 'A little X-Ray vision would have solved that mystery, still, it takes more than fancy technology to put me down...but where is the real Olsen? If I concentrate, maybe my super hearing can find him...', force=0)", "CS_Animate('hero1','stunned')", "CS_Animate('hero1','ranged')", "CS_Speak('hero1', 'Ah, found him!', force=0)", 'CS_End()']}], 'pre': []}, {'marker': 'trap2', 'type': 'Custom', 'timeofday': 'none', 'required_map': [], 'trigger': [], 'next': ['alien2'], 'objectives': [], 'parameters': [['actions', 'Item Exists, Villains Fight Heroes, Item Starts On Ground, Item Has Power, Atom Uses Power on Heroes, Item Can Be Switched Off, Switches Exist, Allies Can Be Freed, Allies In Cages'], ['allies', 'jimmy_olsen'], ['item', 'nazihq_hypno_sphere'], ['switches', 'switch'], ['trappower', 'martianw gauntlet']], 'name': 'MTrap2', 'villains': ['disguise_martian', 'disguise_martian', 'disguise_martian', 'disguise_martian'], 'cutscenes': [{'replace': [['villain1', 'villain']], 'name': 'Alert', 'required': [], 'priority': 1, 'cutscene': ["CS_AddArrow('villain1arrow', 'villain1', arrow_type=js.ARROW_RED)"]}, {'replace': [['hero1', 'hero'], ['villain1', 'villain']], 'name': 'Start', 'required': [], 'priority': 1, 'cutscene': ['CS_Start()', "CS_Camera('hero1', dist=-160, yaw=0)", "CS_TurnTo('hero1', 'villain1')", 'CS_Speak(\'hero1\', "If you\'ve hurt him, you\'ll regret it...whatever you are!", force=0)', "CS_Camera('villain1', dist=-160, yaw=0)", "CS_TurnTo('villain1', 'hero1')", "CS_Animate('villain1','power')", "CS_Speak('villain1', '<The kryptonian survived our first trap, the yellow sun must give him more power than we anticipated. No matter, destroy him!>', force=0)", 'CS_End()']}, {'replace': [['ally1', 'ally'], ['hero1', 'hero']], 'name': 'End', 'required': [], 'priority': 1, 'cutscene': ['CS_Start()', "CS_MoveTo('ally1', 'hero1')", "CS_TurnTo('hero1', 'ally1')", "CS_Speak('ally1', 'Su..Superman? What...what happened?', force=0)", "CS_Speak('hero1', 'I was hoping you could tell me Jimmy, I came back to town and got a distress call from your watch.', force=0)", 'CS_Speak(\'ally1\', "Well, gee Superman, I don\'t know...I was trying to get some shots of the new display at the museum when these military guys walked up, said something about how I needed to come with them...and that\'s all I can remember.", force=0)', "CS_Speak('hero1', 'Well, you better get back to the Planet Jimmy, there might be more of these things around.', force=0)", 'CS_End()']}], 'pre': []}, {'marker': 'encounter', 'type': 'Disarm Bomb', 'timeofday': 'none', 'required_map': [], 'trigger': [], 'next': [[['Bomb Disarmed'], ['__win__']], [['Bomb Exploded'], ['__lose__']]], 'objectives': [], 'parameters': [['bomb', 'nazihq_temporal_amplifier']], 'name': 'Boom', 'villains': ['disguise_martian', 'disguise_martian', 'disguise_martian', 'disguise_martian'], 'cutscenes': [{'replace': [['hero1', 'hero'], ['villain1', 'villain']], 'name': 'Alert', 'required': [], 'priority': 1, 'cutscene': ['CS_Start()', "CS_Camera('hero1', dist=-160, yaw=0)", "CS_Animate('hero1','pain')", "CS_Speak('villain1', 'Kryptonian! We know who you are, we know what you are!', force=1)", "CS_Animate('hero1','stunned')", "CS_Speak('hero1', 'A voice...in my mind!', force=0)", "CS_Speak('villain1', 'We possess a bomb powerful enough to vaporize this miserable little collection of primitve hovels. If you wish these morsels you call humans to survive, you have two minutes to surrender to us, and we shall spare them!', force=1)", 'CS_Speak(\'hero1\', "I don\'t think my surrender would save Metropolis...but can I take that risk? I\'ve got two minutes, that should be enough time. I\'ve got to find that bomb!", force=0)', 'CS_End()']}, {'replace': [['hero1', 'hero']], 'name': 'BombExploded', 'required': [], 'priority': 1, 'cutscene': ['CS_Start()', "CS_Camera('hero1', dist=-160, yaw=0)", 'CS_Speak(\'hero1\', "No! I failed, I was too slow...but I\'m never too slow!", force=0)', 'CS_Fade(2)', 'CS_End()']}, {'replace': [['hero1', 'hero']], 'name': 'End', 'required': [], 'priority': 1, 'cutscene': ['CS_Start()', "CS_Camera('hero1', dist=-160, yaw=0)", "CS_Speak('hero1', 'Well, that should teach them to stay out of Metropolis! Now on to S.T.A.R. Labs for some answers...', force=0)", 'CS_End()']}], 'pre': []}], 'start': []}
PSTORY: {'JLA3': {'encounters': {'__end__': {'action': ["ff.Story_SetStoryEnded('JLA3')"]}, '__win__': {'action': ['ff.Story_WinMission()']}, 'MTrap1': {'next': ['alien1'], 'required_map': [], 'timeofday': 'none', 'action': ['DoEncCustom(villains = [\'disguise_martian\', \'disguise_martian\', \'disguise_martian\', \'disguise_martian\'], cutscenes = [[\'startcs\', [[\'priority\', 1], [\'replace\', [\'villain4\', \'villain\'], [\'ally1\', \'ally\'], [\'hero1\', \'hero\'], [\'villain1\', \'villain\'], [\'trap1_ally1\', \'ally\']], [\'required\', \'encounter1\', \'trap2\'], [\'cutscene\', \'CS_Start()\', \'CS_Fade(2)\', "CS_TeleportTo(\'villain4\', \'encounter1\')", "CS_Camera(\'ally1\', dist=-160, yaw=0)", \'CS_UnFade(3)\', "CS_TurnTo(\'ally1\', \'hero1\')", "CS_TurnTo(\'hero1\', \'ally1\')", "CS_Camera(\'hero1\', dist=-160, yaw=0)", "CS_Speak(\'hero1\', \'Jimmy! Are you alright?\', force=0)", "CS_Camera(\'villain1\', dist=-160, yaw=0)", "CS_TurnTo(\'villain1\', \'hero1\')", "CS_Animate(\'villain1\',\'melee\')", "CS_Speak(\'villain1\', \'<The Kryptonian has blundered into our trap, activate the weapons!>\', force=0)", "CS_Camera(\'hero1\', dist=-160, yaw=0)", \'CS_Speak(\\\'hero1\\\', "Jimmy, have they harmed you? Why don\\\'t you say something?", force=0)\', "CS_Camera(\'ally1\', dist=-160, yaw=0)", \'CS_Fade(2)\', "CS_TeleportTo(\'ally1\', \'trap2\')", "CS_TeleportTo(\'villain4\', \'trap1_ally1\')", "CS_Camera(\'villain4\', dist=-160, yaw=0)", "CS_TurnTo(\'villain4\', \'hero1\')", \'CS_UnFade(3)\', "CS_Speak(\'villain4\', \'<Haha, now the fool dies!>\', force=0)", "CS_Animate(\'villain4\',\'ranged\')", "CS_Camera(\'hero1\', dist=-160, yaw=0)", "CS_Speak(\'hero1\', \'A trap, that thing is some kind of shapeshifter!\', force=0)", "CS_Speak(\'hero1\', \'Who are you people, what do you want?\', force=0)", "CS_Camera(\'villain1\', dist=-160, yaw=0)", "CS_Speak(\'villain1\', \'Your death Kryptonian!\', force=0)", \'CS_End()\']]], [\'endcs\', [[\'priority\', 1], [\'replace\', [\'hero1\', \'hero\']], [\'cutscene\', \'CS_Start()\', "CS_Camera(\'hero1\', dist=-160, yaw=0)", "CS_Speak(\'hero1\', \'A little X-Ray vision would have solved that mystery, still, it takes more than fancy technology to put me down...but where is the real Olsen? If I concentrate, maybe my super hearing can find him...\', force=0)", "CS_Animate(\'hero1\',\'stunned\')", "CS_Animate(\'hero1\',\'ranged\')", "CS_Speak(\'hero1\', \'Ah, found him!\', force=0)", \'CS_End()\']]]], marker = \'trap1\', actions="item exists, item starts on ground, item has power, item uses power on heroes, switches exist, item can be switched off, item is invulnerable", allies = [\'jimmy_olsen\'], item = \'nazihq_hypno_sphere\', switches = [\'switch\'], trappower = \'martianw gauntlet\')']}, 'Boom': {'next': [[['Bomb Disarmed'], ['__win__']], [['Bomb Exploded'], ['__lose__']]], 'required_map': [], 'timeofday': 'none', 'action': ['DoEncCustom(villains = [\'disguise_martian\', \'disguise_martian\', \'disguise_martian\', \'disguise_martian\'], cutscenes = [[\'alertcs\', [[\'priority\', 1], [\'replace\', [\'hero1\', \'hero\'], [\'villain1\', \'villain\']], [\'cutscene\', \'CS_Start()\', "CS_Camera(\'hero1\', dist=-160, yaw=0)", "CS_Animate(\'hero1\',\'pain\')", "CS_Speak(\'villain1\', \'Kryptonian! We know who you are, we know what you are!\', force=1)", "CS_Animate(\'hero1\',\'stunned\')", "CS_Speak(\'hero1\', \'A voice...in my mind!\', force=0)", "CS_Speak(\'villain1\', \'We possess a bomb powerful enough to vaporize this miserable little collection of primitve hovels. If you wish these morsels you call humans to survive, you have two minutes to surrender to us, and we shall spare them!\', force=1)", \'CS_Speak(\\\'hero1\\\', "I don\\\'t think my surrender would save Metropolis...but can I take that risk? I\\\'ve got two minutes, that should be enough time. I\\\'ve got to find that bomb!", force=0)\', \'CS_End()\']]], [\'bombexplodedcs\', [[\'priority\', 1], [\'replace\', [\'hero1\', \'hero\']], [\'cutscene\', \'CS_Start()\', "CS_Camera(\'hero1\', dist=-160, yaw=0)", \'CS_Speak(\\\'hero1\\\', "No! I failed, I was too slow...but I\\\'m never too slow!", force=0)\', \'CS_Fade(2)\', \'CS_End()\']]], [\'endcs\', [[\'priority\', 1], [\'replace\', [\'hero1\', \'hero\']], [\'cutscene\', \'CS_Start()\', "CS_Camera(\'hero1\', dist=-160, yaw=0)", "CS_Speak(\'hero1\', \'Well, that should teach them to stay out of Metropolis! Now on to S.T.A.R. Labs for some answers...\', force=0)", \'CS_End()\']]]], marker = \'encounter\', actions="villains fight heroes, allies fight villains, disarm bomb", bomb = \'nazihq_temporal_amplifier\')']}, 'MTrap2': {'next': ['alien2'], 'required_map': [], 'timeofday': 'none', 'action': ['DoEncCustom(villains = [\'disguise_martian\', \'disguise_martian\', \'disguise_martian\', \'disguise_martian\'], cutscenes = [[\'alertcs\', [[\'priority\', 1], [\'replace\', [\'villain1\', \'villain\']], [\'cutscene\', "CS_AddArrow(\'villain1arrow\', \'villain1\', arrow_type=js.ARROW_RED)"]]], [\'startcs\', [[\'priority\', 1], [\'replace\', [\'hero1\', \'hero\'], [\'villain1\', \'villain\']], [\'cutscene\', \'CS_Start()\', "CS_Camera(\'hero1\', dist=-160, yaw=0)", "CS_TurnTo(\'hero1\', \'villain1\')", \'CS_Speak(\\\'hero1\\\', "If you\\\'ve hurt him, you\\\'ll regret it...whatever you are!", force=0)\', "CS_Camera(\'villain1\', dist=-160, yaw=0)", "CS_TurnTo(\'villain1\', \'hero1\')", "CS_Animate(\'villain1\',\'power\')", "CS_Speak(\'villain1\', \'<The kryptonian survived our first trap, the yellow sun must give him more power than we anticipated. No matter, destroy him!>\', force=0)", \'CS_End()\']]], [\'endcs\', [[\'priority\', 1], [\'replace\', [\'ally1\', \'ally\'], [\'hero1\', \'hero\']], [\'cutscene\', \'CS_Start()\', "CS_MoveTo(\'ally1\', \'hero1\')", "CS_TurnTo(\'hero1\', \'ally1\')", "CS_Speak(\'ally1\', \'Su..Superman? What...what happened?\', force=0)", "CS_Speak(\'hero1\', \'I was hoping you could tell me Jimmy, I came back to town and got a distress call from your watch.\', force=0)", \'CS_Speak(\\\'ally1\\\', "Well, gee Superman, I don\\\'t know...I was trying to get some shots of the new display at the museum when these military guys walked up, said something about how I needed to come with them...and that\\\'s all I can remember.", force=0)\', "CS_Speak(\'hero1\', \'Well, you better get back to the Planet Jimmy, there might be more of these things around.\', force=0)", \'CS_End()\']]]], marker = \'trap2\', actions = \'Item Exists, Villains Fight Heroes, Item Starts On Ground, Item Has Power, Atom Uses Power on Heroes, Item Can Be Switched Off, Switches Exist, Allies Can Be Freed, Allies In Cages\', allies = [\'jimmy_olsen\'], item = \'nazihq_hypno_sphere\', switches = [\'switch\'], trappower = \'martianw gauntlet\')']}, 'Begin': {'timeofday': 'none', 'next': ['MTrap1'], 'trigger': ['start'], 'action': ['DoEncCutscene(cutscenes = [[\'startcs\', [[\'priority\', 1], [\'replace\', [\'hero1\', \'hero\']], [\'cutscene\', \'CS_Start()\', \'CS_Fade(2)\', "CS_Speak(\'narrator\', \'Back in Metropolis, Superman heads for S.T.A.R. Labs in an effort to obtains some answers about the mysterious threat in orbit, but he finds himself distracted by a danger closer to home.\', force=0)", "CS_Camera(\'hero1\', dist=-160, yaw=0)", \'CS_UnFade(3)\', \'CS_Speak(\\\'hero1\\\', "Ohh! Jimmy\\\'s wristcom\\\'s signal...he must be in trouble! S.T.A.R. Labs will have to wait...", force=0)\', \'CS_End()\']]]], marker = \'encounter\')'], 'required_map': []}, '__lose__': {'action': ['ff.Story_LoseMission()']}}}}
[/spoiler]

By the way, you were right about that animation causing Supes to get stuck, thanks!

BentonGrey

Part 2:

[spoiler]PSTORY: precaching jimmy_olsen
PSTORY: precaching switch
PSTORY: precaching disguise_martian
! 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 ()
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod JLA3.py executed
MISSION: On Post Init... start.
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = '03_JLA'
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
numberStr=67
storing hero_1: id_1,-67
MISSION: On Post Init... complete; starting story.
ENCOUNTER: Setting up encounter 1
ENCOUNTER: Start marker found for ['encounter'] 'encounter4'
GROUP: '1_minion' set to []
GROUP: '1_minion' set to []
GROUP: '1_minion' set to []
GROUP: '1_ally' set to []
GROUP: '1_ally' set to []
GROUP: '1_object' set to []
GROUP: '1_object' set to []
ENCOUNTER: Encounter spawn complete for 1
ENCOUNTER: Encounter cutscenes complete for 1
ENCOUNTER: Encounter goals complete for 1
ENCOUNTER: Encounter objectives complete for 1
ENCOUNTER: Encounter parameters complete for 1
ENCOUNTER: Encounter post function 'SingleCutscene_Setup'
ENCOUNTER: PlayEncCutscene(): 'startcs' : 'SingleCutscene_End(1,"end")'
ENCOUNTER: PlayCutsceneFromList(): [['priority', 1], ['replace', ['hero1', 'hero']], ['cutscene', 'CS_Start()', 'CS_Fade(2)', "CS_Speak('narrator', 'Back in Metropolis, Superman heads for S.T.A.R. Labs in an effort to obtains some answers about the mysterious threat in orbit, but he finds himself distracted by a danger closer to home.', force=0)", "CS_Camera('hero1', dist=-160, yaw=0)", 'CS_UnFade(3)', 'CS_Speak(\'hero1\', "Ohh! Jimmy\'s wristcom\'s signal...he must be in trouble! S.T.A.R. Labs will have to wait...", force=0)', 'CS_End()']] : 'SingleCutscene_End(1,"end")' ... []
CUTSCENE: request to play cutscene.
CUTSCENE:  - CS_Start()
CUTSCENE:  - CS_Fade(2)
CUTSCENE:  - CS_Speak('narrator','Back in Metropolis, Superman heads for S.T.A.R. Labs in an effort to obtains some answers about the mysterious threat in orbit, but he finds himself distracted by a danger closer to home.', force=0)
CUTSCENE:  - CS_Camera('hero_1', dist=-160, yaw=0)
CUTSCENE:  - CS_UnFade(3)
CUTSCENE:  - CS_Speak('hero_1',"Ohh! Jimmy's wristcom's signal...he must be in trouble! S.T.A.R. Labs will have to wait...", force=0)
CUTSCENE:  - CS_End()
CUTSCENE: calling PlayCurrentCutscene 1
CUTSCENE: playing ff.CS_Start(1)
ENCOUNTER: Encounter post complete for 1
ENCOUNTER: Saving encounter data for 1
ENCOUNTER: PlayEncCutscene(): 'alertcs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... []
ENCOUNTER: Encounter setup complete for 1
AI: SetupAI() - setting ai for hero_1 ('superman')
GROUP: 'team1' set to []
GROUP: 'hero_1' added to group 'team1'
GROUP: 'team1' set to ['hero_1']
GROUP: 'hero_1' automatically promoted to leader of group 'team1'
GROUP: 'hero_1' made leader of group 'team1'
GROUP: 'team1' set to guard 'hero_1'
GOAL: Adding goal Goal_StayWithTeam(1000,20) to character hero_1
CUTSCENE: playing ff.CS_Fade(1,2)
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (-137.0, 57.0, 1.5, 0.20000000298, (0.20000000298, 0.20000000298, 0.600000023842))
AI: AISetRunning hero_1 to 0
CUTSCENE: playing ff.CS_Speak(1,'narrator','Back in Metropolis, Superman heads for S.T.A.R. Labs in an effort to obtains some answers about the mysterious threat in orbit, but he finds himself distracted by a danger closer to home.', force=0)
initAttribsForChar: working on civilian_female2 (carrol_ferris)
initAttribsForChar: working on civilian_male1 (astronaut)
initAttribsForChar: working on civilian_male27 (astronaut)
initAttribsForChar: working on civilian_female11 (carrol_ferris)
initAttribsForChar: working on civilian_male14 (astronaut)
initAttribsForChar: working on civilian_male6 (astronaut)
initAttribsForChar: working on civilian_female3 (carrol_ferris)
initAttribsForChar: working on civilian_male28 (astronaut)
initAttribsForChar: working on civilian_male23 (astronaut)
initAttribsForChar: working on civilian_male19 (astronaut)
initAttribsForChar: working on civilian_female13 (carrol_ferris)
initAttribsForChar: working on civilian_female21 (carrol_ferris)
initAttribsForChar: working on civilian_female4 (carrol_ferris)
initAttribsForChar: working on civilian_female23 (carrol_ferris)
initAttribsForChar: working on civilian_male2 (astronaut)
initAttribsForChar: working on civilian_male10 (astronaut)
initAttribsForChar: working on civilian_female15 (carrol_ferris)
initAttribsForChar: working on civilian_male15 (astronaut)
initAttribsForChar: working on civilian_male24 (astronaut)
initAttribsForChar: working on civilian_female17 (carrol_ferris)
initAttribsForChar: working on civilian_female5 (carrol_ferris)
initAttribsForChar: working on civilian_female25 (carrol_ferris)
initAttribsForChar: working on civilian_group1_2 (astronaut)
initAttribsForChar: working on civilian_male7 (astronaut)
initAttribsForChar: working on civilian_female19 (carrol_ferris)
initAttribsForChar: working on civilian_female6 (carrol_ferris)
initAttribsForChar: working on civilian_male11 (astronaut)
initAttribsForChar: working on civilian_male3 (astronaut)
initAttribsForChar: working on civilian_male20 (astronaut)
initAttribsForChar: working on civilian_female10 (carrol_ferris)
initAttribsForChar: working on civilian_male16 (astronaut)
initAttribsForChar: working on civilian_male25 (astronaut)
initAttribsForChar: working on civilian_female7 (carrol_ferris)
initAttribsForChar: working on civilian_female12 (carrol_ferris)
initAttribsForChar: working on civilian_male8 (astronaut)
initAttribsForChar: working on civilian_female20 (carrol_ferris)
initAttribsForChar: working on civilian_female8 (carrol_ferris)
initAttribsForChar: working on civilian_male4 (astronaut)
initAttribsForChar: working on civilian_female14 (carrol_ferris)
initAttribsForChar: working on civilian_male12 (astronaut)
initAttribsForChar: working on civilian_male17 (astronaut)
initAttribsForChar: working on civilian_female22 (carrol_ferris)
initAttribsForChar: working on civilian_male21 (astronaut)
initAttribsForChar: working on civilian_male26 (astronaut)
initAttribsForChar: working on civilian_female16 (carrol_ferris)
initAttribsForChar: working on civilian_female24 (carrol_ferris)
initAttribsForChar: working on civilian_male9 (astronaut)
initAttribsForChar: working on civilian_female9 (carrol_ferris)
initAttribsForChar: working on civilian_group1_1 (astronaut)
initAttribsForChar: working on civilian_male5 (astronaut)
initAttribsForChar: working on civilian_female26 (carrol_ferris)
initAttribsForChar: working on civilian_female1 (carrol_ferris)
initAttribsForChar: working on civilian_female18 (carrol_ferris)
initAttribsForChar: working on civilian_male22 (astronaut)
initAttribsForChar: working on civilian_male13 (astronaut)
initAttribsForChar: working on civilian_male18 (astronaut)
initAttribsForChar: working on civilian_group1_3 (astronaut)
initAttribsForChar: working on hero_1 (superman)
initAttribsForChar (superman): looking at attribute bedevilled
initAttribsForChar (superman): looking at attribute kryptonian
execInitAttrib: init ffqnimbleflier attribute inside ['kryptonian', 'ffqnimbleflier', 'vulnerability', 'fastflier', 'invulnerable', 'toughguy2', 'heavylifter'] combo
    on hero_1 of template custom_template_67 (superman)
execInitAttrib: init vulnerability attribute inside ['kryptonian', 'ffqnimbleflier', 'vulnerability', 'fastflier', 'invulnerable', 'toughguy2', 'heavylifter'] combo
    on hero_1 of template custom_template_67 (superman)
execInitAttrib: init fastflier attribute inside ['kryptonian', 'ffqnimbleflier', 'vulnerability', 'fastflier', 'invulnerable', 'toughguy2', 'heavylifter'] combo
    on hero_1 of template custom_template_67 (superman)
execInitAttrib: init invulnerable attribute inside ['kryptonian', 'ffqnimbleflier', 'vulnerability', 'fastflier', 'invulnerable', 'toughguy2', 'heavylifter'] combo
    on hero_1 of template custom_template_67 (superman)
execInitAttrib: init toughguy2 attribute inside ['kryptonian', 'ffqnimbleflier', 'vulnerability', 'fastflier', 'invulnerable', 'toughguy2', 'heavylifter'] combo
    on hero_1 of template custom_template_67 (superman)
inittoughguy2: char=<hero_1>
inittoughguy2: initializing for hero_1
execInitAttrib: init heavylifter attribute inside ['kryptonian', 'ffqnimbleflier', 'vulnerability', 'fastflier', 'invulnerable', 'toughguy2', 'heavylifter'] combo
    on hero_1 of template custom_template_67 (superman)
initAttribsForChar (superman): looking at attribute flier
initAttribsForChar (superman): looking at attribute heavy hitter
initAttribsForChar (superman): looking at attribute accidentalchange
execInitAttrib: init accidentalchange attribute
    on hero_1 of template custom_template_67 (superman)
accidental change
superman
isNever
[/spoiler]

BentonGrey

Part 3, man this thing is long:

[spoiler]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()
CUTSCENE: playing ff.CS_Camera(1,'hero_1', dist=-160, yaw=0)
CUTSCENE: playing ff.CS_UnFade(1,3)
CUTSCENE: playing ff.CS_Speak(1,'hero_1',"Ohh! Jimmy's wristcom's signal...he must be in trouble! S.T.A.R. Labs will have to wait...", force=0)
CUTSCENE: playing ff.CS_End(1)
CUTSCENE: calling cutscene return function.
ENCOUNTER: Encounter ended 1 with 'end'
ENCOUNTER: Setting up encounter 2
ENCOUNTER: Start marker found for ['trap1'] 'trap1'
ENCOUNTER: No markers for 2 [['allyleave', 'trap1_allyleave', 'dist500'], ['itemstart', 'trap1_item', '']]
GROUP: '2_switch' set to []
GROUP: 'm25obj_2' added to group '2_switch'
GROUP: '2_switch' set to ['m25obj_2']
GROUP: '2_minion' set to []
GROUP: '2_minion' set to []
AI: SetupAI() - setting ai for m25obj_4 ('disguise_martian')
AI: SetupAI() - setting ai for m25obj_6 ('disguise_martian')
AI: SetupAI() - setting ai for m25obj_8 ('disguise_martian')
AI: SetupAI() - setting ai for m25obj_10 ('disguise_martian')
GROUP: 'm25obj_4' added to group '2_minion'
GROUP: 'm25obj_6' added to group '2_minion'
GROUP: 'm25obj_8' added to group '2_minion'
GROUP: 'm25obj_10' added to group '2_minion'
GROUP: '2_minion' set to ['m25obj_4', 'm25obj_6', 'm25obj_8', 'm25obj_10']
AI: SetupAI() - setting ai for m25obj_12 ('jimmy_olsen')
GROUP: '2_ally' set to []
GROUP: 'm25obj_12' added to group '2_ally'
GROUP: '2_ally' set to ['m25obj_12']
GROUP: '2_object' set to []
GROUP: '2_object' set to []
GROUP: '2_cohort' set to []
GROUP: '2_cohort' set to []
GROUP: '2_cohort' set to []
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 'EncCustom_ItemForGrabs_Setup'
ENCOUNTER: 2 - registering EncCustom_ItemForGrabs_Dropped on variable _item_dropped
ENCOUNTER: 2 - registering EncCustom_ItemForGrabs_OnGround on variable _item_on_ground
ENCOUNTER: 2 - registering EncCustom_InvulnerableItem_Setup on variable _item_on_ground
ENCOUNTER: 2 - registering EncCustom_ItemForGrabs_ItemLost on variable _item_lost
ENCOUNTER: 2 - registering EncCustom_ItemForGrabs_HeroHasIt on variable _hero_gets_item
ENCOUNTER: Encounter post function 'EncCustom_ItemStartsOnGround_Setup'
ENCOUNTER: Encounter post function 'EncCustom_SwitchOff_Setup'
ENCOUNTER: 2 - registering EncCustom_ItemSwitch_On on variable _switch_on
ENCOUNTER: 2 - registering EncCustom_ItemSwitch_Off on variable _switch_off
ENCOUNTER: Encounter post function 'EncStartOnEnterMarker_Setup'
ENCOUNTER: Encounter post complete for 2
ENCOUNTER: Saving encounter data for 2
ENCOUNTER: PlayEncCutscene(): 'alertcs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... []
ENCOUNTER: Encounter setup complete for 2
initAttribsForChar: working on m25obj_10 (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute flier
initAttribsForChar (disguise_martian): looking at attribute heat sensitive
initAttribsForChar (disguise_martian): looking at attribute masscontrol
execInitAttrib: init masscontrol attribute
    on m25obj_10 of template disguise_martian (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute white_martian
execInitAttrib: init disciplined attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_10 of template disguise_martian (disguise_martian)
execInitAttrib: init toughguy2 attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_10 of template disguise_martian (disguise_martian)
inittoughguy2: char=<m25obj_10>
inittoughguy2: initializing for m25obj_10
initAttribsForChar (disguise_martian): looking at attribute invulnerable0
execInitAttrib: init invulnerable0 attribute
    on m25obj_10 of template disguise_martian (disguise_martian)
initAttribsForChar: working on m25obj_8 (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute flier
initAttribsForChar (disguise_martian): looking at attribute heat sensitive
initAttribsForChar (disguise_martian): looking at attribute masscontrol
execInitAttrib: init masscontrol attribute
    on m25obj_8 of template disguise_martian (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute white_martian
execInitAttrib: init disciplined attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_8 of template disguise_martian (disguise_martian)
execInitAttrib: init toughguy2 attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_8 of template disguise_martian (disguise_martian)
inittoughguy2: char=<m25obj_8>
inittoughguy2: initializing for m25obj_8
initAttribsForChar (disguise_martian): looking at attribute invulnerable0
execInitAttrib: init invulnerable0 attribute
    on m25obj_8 of template disguise_martian (disguise_martian)
initAttribsForChar: working on m25obj_6 (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute flier
initAttribsForChar (disguise_martian): looking at attribute heat sensitive
initAttribsForChar (disguise_martian): looking at attribute masscontrol
execInitAttrib: init masscontrol attribute
    on m25obj_6 of template disguise_martian (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute white_martian
execInitAttrib: init disciplined attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_6 of template disguise_martian (disguise_martian)
execInitAttrib: init toughguy2 attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_6 of template disguise_martian (disguise_martian)
inittoughguy2: char=<m25obj_6>
inittoughguy2: initializing for m25obj_6
initAttribsForChar (disguise_martian): looking at attribute invulnerable0
execInitAttrib: init invulnerable0 attribute
    on m25obj_6 of template disguise_martian (disguise_martian)
initAttribsForChar: working on m25obj_4 (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute flier
initAttribsForChar (disguise_martian): looking at attribute heat sensitive
initAttribsForChar (disguise_martian): looking at attribute masscontrol
execInitAttrib: init masscontrol attribute
    on m25obj_4 of template disguise_martian (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute white_martian
execInitAttrib: init disciplined attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_4 of template disguise_martian (disguise_martian)
execInitAttrib: init toughguy2 attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_4 of template disguise_martian (disguise_martian)
inittoughguy2: char=<m25obj_4>
inittoughguy2: initializing for m25obj_4
initAttribsForChar (disguise_martian): looking at attribute invulnerable0
execInitAttrib: init invulnerable0 attribute
    on m25obj_4 of template disguise_martian (disguise_martian)
initAttribsForChar: working on m25obj_12 (jimmy_olsen)
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
ENCOUNTER: Enc_CheckStart starting 2
ENCOUNTER: 2 - event callback _item_on_ground has value ['EncCustom_ItemForGrabs_OnGround', 'EncCustom_InvulnerableItem_Setup']
ENCOUNTER: 2 - event callback _item_on_ground calling EncCustom_ItemForGrabs_OnGround
ENCOUNTER: 2 - event callback _item_on_ground calling EncCustom_InvulnerableItem_Setup
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
ENCOUNTER: PlayEncCutscene(): 'startcs' : 'Enc_StandardStartEnable(2)'
ENCOUNTER: PlayCutsceneFromList(): [['priority', 1], ['replace', ['villain4', 'villain'], ['ally1', 'ally'], ['hero1', 'hero'], ['villain1', 'villain'], ['trap1_ally1', 'ally']], ['required', 'encounter1', 'trap2'], ['cutscene', 'CS_Start()', 'CS_Fade(2)', "CS_TeleportTo('villain4', 'encounter1')", "CS_Camera('ally1', dist=-160, yaw=0)", 'CS_UnFade(3)', "CS_TurnTo('ally1', 'hero1')", "CS_TurnTo('hero1', 'ally1')", "CS_Camera('hero1', dist=-160, yaw=0)", "CS_Speak('hero1', 'Jimmy! Are you alright?', force=0)", "CS_Camera('villain1', dist=-160, yaw=0)", "CS_TurnTo('villain1', 'hero1')", "CS_Animate('villain1','melee')", "CS_Speak('villain1', '<The Kryptonian has blundered into our trap, activate the weapons!>', force=0)", "CS_Camera('hero1', dist=-160, yaw=0)", 'CS_Speak(\'hero1\', "Jimmy, have they harmed you? Why don\'t you say something?", force=0)', "CS_Camera('ally1', dist=-160, yaw=0)", 'CS_Fade(2)', "CS_TeleportTo('ally1', 'trap2')", "CS_TeleportTo('villain4', 'trap1_ally1')", "CS_Camera('villain4', dist=-160, yaw=0)", "CS_TurnTo('villain4', 'hero1')", 'CS_UnFade(3)', "CS_Speak('villain4', '<Haha, now the fool dies!>', force=0)", "CS_Animate('villain4','ranged')", "CS_Camera('hero1', dist=-160, yaw=0)", "CS_Speak('hero1', 'A trap, that thing is some kind of shapeshifter!', force=0)", "CS_Speak('hero1', 'Who are you people, what do you want?', force=0)", "CS_Camera('villain1', dist=-160, yaw=0)", "CS_Speak('villain1', 'Your death Kryptonian!', force=0)", 'CS_End()']] : 'Enc_StandardStartEnable(2)' ... []
GROUP: 'm25obj_4' automatically promoted to leader of group '2_minion'
GROUP: 'm25obj_4' made leader of group '2_minion'
GOAL: Adding goal Goal_Guard(1001,'m25obj_4',19) to character m25obj_6
GOAL: Adding goal Goal_Guard(1002,'m25obj_4',19) to character m25obj_8
GOAL: Adding goal Goal_Guard(1003,'m25obj_4',19) to character m25obj_10
GROUP: '2_minion' set to guard 'm25obj_4'
GOAL: Adding goal Goal_StayWithTeam(1004,20) to character m25obj_4
ENCOUNTER: -- custom check end EncCustom_ItemForGrabs_CheckEnd(2) - None
ENCOUNTER: -- custom check end EncCustom_SwitchOff_CheckEnd(2) - None
ENCOUNTER: -- custom check end EncCustom_ItemForGrabs_CheckEnd(2) - None
ENCOUNTER: -- custom check end EncCustom_SwitchOff_CheckEnd(2) - None
ENCOUNTER: PlayEncCutscene(): 'allswitchesturnedoffcs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... []
ENCOUNTER: 2 - event callback _switch_off has value ['EncCustom_ItemSwitch_Off']
ENCOUNTER: 2 - event callback _switch_off calling EncCustom_ItemSwitch_Off
ENCOUNTER: -- custom check end EncCustom_ItemForGrabs_CheckEnd(2) - ['item switched off']
ENCOUNTER: -- custom check end EncCustom_SwitchOff_CheckEnd(2) - ['all switches off']
ENCOUNTER: PlayEncCutscene(): 'endcs' : "EncCustom_CleanUp(2, ['end', 'item switched off', 'all switches off'])"
ENCOUNTER: PlayCutsceneFromList(): [['priority', 1], ['replace', ['hero1', 'hero']], ['cutscene', 'CS_Start()', "CS_Camera('hero1', dist=-160, yaw=0)", "CS_Speak('hero1', 'A little X-Ray vision would have solved that mystery, still, it takes more than fancy technology to put me down...but where is the real Olsen? If I concentrate, maybe my super hearing can find him...', force=0)", "CS_Animate('hero1','stunned')", "CS_Animate('hero1','ranged')", "CS_Speak('hero1', 'Ah, found him!', force=0)", 'CS_End()']] : "EncCustom_CleanUp(2, ['end', 'item switched off', 'all switches off'])" ... []
CUTSCENE: request to play cutscene.
CUTSCENE:  - CS_Start()
CUTSCENE:  - CS_Camera('hero_1', dist=-160, yaw=0)
CUTSCENE:  - CS_Speak('hero_1','A little X-Ray vision would have solved that mystery, still, it takes more than fancy technology to put me down...but where is the real Olsen? If I concentrate, maybe my super hearing can find him...', force=0)
CUTSCENE:  - CS_Animate('hero_1','stunned')
CUTSCENE:  - CS_Animate('hero_1','ranged')
CUTSCENE:  - CS_Speak('hero_1','Ah, found him!', force=0)
CUTSCENE:  - CS_End()
CUTSCENE: calling PlayCurrentCutscene 2
CUTSCENE: playing ff.CS_Start(2)
CUTSCENE: playing ff.CS_Camera(2,'hero_1', dist=-160, yaw=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
CUTSCENE: playing ff.CS_Speak(2,'hero_1','A little X-Ray vision would have solved that mystery, still, it takes more than fancy technology to put me down...but where is the real Olsen? If I concentrate, maybe my super hearing can find him...', force=0)
CUTSCENE: playing ff.CS_Animate(2,'hero_1','stunned')
CUTSCENE: playing ff.CS_Animate(2,'hero_1','ranged')
CUTSCENE: playing ff.CS_Speak(2,'hero_1','Ah, found him!', force=0)
CUTSCENE: playing ff.CS_End(2)
AI: AIRun is restarting m25obj_10
AI: AISetRunning m25obj_10 to 1
AI: AIRun is restarting m25obj_8
AI: AISetRunning m25obj_8 to 1
AI: AIRun is restarting m25obj_6
AI: AISetRunning m25obj_6 to 1
AI: AIRun is restarting m25obj_4
AI: AISetRunning m25obj_4 to 1
AI: AIRun is restarting m25obj_12
AI: AISetRunning m25obj_12 to 1
CUTSCENE: calling cutscene return function.
GOAL: Adding goal Goal_MoveToMarker(1005,'trap1_allyleave1',5,100,100,0,None,1) to character m25obj_12
GOAL: Adding goal Goal_MoveToMarker(1006,'trap1_allyleave1',5,100,100,0,None,1) to character m25obj_4
GOAL: Adding goal Goal_MoveToMarker(1007,'trap1_allyleave1',5,100,100,0,None,1) to character m25obj_6
GOAL: Adding goal Goal_MoveToMarker(1008,'trap1_allyleave1',5,100,100,0,None,1) to character m25obj_8
GOAL: Adding goal Goal_MoveToMarker(1009,'trap1_allyleave1',5,100,100,0,None,1) to character m25obj_10
GOAL: Adding goal Goal_MoveToMarker(1010,'trap1_allyleave1',5,100,100,0,None,1) to character m25obj_2
GOAL: Adding goal Goal_MoveToMarker(1011,'trap1_allyleave1',5,100,100,0,None,1) to character m25obj_2
ENCOUNTER: Encounter ended 2 with ['end', 'item switched off', 'all switches off']
AI: m25obj_10:'disguise_martian' goal move to marker 'trap1_allyleave1'
AI: m25obj_8:'disguise_martian' goal move to marker 'trap1_allyleave1'
AI: m25obj_6:'disguise_martian' goal move to marker 'trap1_allyleave1'
AI: m25obj_4:'disguise_martian' goal move to marker 'trap1_allyleave1'
AI: m25obj_12:'jimmy_olsen' goal move to marker 'trap1_allyleave1'
AI: m25obj_10:'disguise_martian' goal move to marker 'trap1_allyleave1'
AI: m25obj_6:'disguise_martian' goal move to marker 'trap1_allyleave1'
AI: m25obj_4:'disguise_martian' goal move to marker 'trap1_allyleave1'
AI: m25obj_12:'jimmy_olsen' goal move to marker 'trap1_allyleave1'
AI: m25obj_10:'disguise_martian' goal move to marker 'trap1_allyleave1'
AI: m25obj_6:'disguise_martian' goal move to marker 'trap1_allyleave1'
AI: m25obj_4:'disguise_martian' goal move to marker 'trap1_allyleave1'
AI: m25obj_12:'jimmy_olsen' goal move to marker 'trap1_allyleave1'
AI: m25obj_10:'disguise_martian' goal move to marker 'trap1_allyleave1'
AI: m25obj_6:'disguise_martian' goal move to marker 'trap1_allyleave1'
AI: m25obj_4:'disguise_martian' goal move to marker 'trap1_allyleave1'
AI: m25obj_12:'jimmy_olsen' goal move to marker 'trap1_allyleave1'
GROUP: '2_minion' member koed
AI: m25obj_10:'disguise_martian' goal move to marker 'trap1_allyleave1'
AI: m25obj_6:'disguise_martian' goal move to marker 'trap1_allyleave1'
AI: m25obj_4:'disguise_martian' goal move to marker 'trap1_allyleave1'
AI: m25obj_12:'jimmy_olsen' goal move to marker 'trap1_allyleave1'
GROUP: 'm25obj_12' removed from group '2_ally'
GROUP: '2_ally' set to []
GROUP: empty '2_ally' cannot have a leader promoted
GROUP: 'm25obj_4' removed from group '2_minion'
GROUP: '2_minion' set to ['m25obj_6', 'm25obj_8', 'm25obj_10']
GROUP: 'm25obj_6' removed from group '2_minion'
GROUP: '2_minion' set to ['m25obj_8', 'm25obj_10']
GROUP: 'm25obj_8' removed from group '2_minion'
GROUP: '2_minion' set to ['m25obj_10']
GROUP: 'm25obj_10' removed from group '2_minion'
GROUP: '2_minion' set to []
GROUP: empty '2_minion' cannot have a leader promoted
GROUP: 'm25obj_2' removed from group '2_switch'
GROUP: '2_switch' set to []
GROUP: empty '2_switch' cannot have a leader promoted[/spoiler]

M25

The problem appears to be the marker trap1_ally1.  EZ Script thinks it is a character and not a marker since it has ally in its name. 

Villain4 teleports to trap1_ally1

The easy fix is to use a different marker.  Just trap1 should do.


BentonGrey

Ahh, thanks M!  This has been giving me fits.  I'm really glad you were able to sort through all that stuff.  I tried, but couldn't find anything that I could recognize as a problem.

BentonGrey

Hello again guys, I'm back in the saddle again now that the semester is over, and of course, that means I've dived right back into my buggy missions.  I've managed to solve all of the problems with my third JLA mission except one.  The final encounter is not starting, and I can't see anything amiss.  The scirpt.log is no help either, as it simply stops once the previous encounter finished.  Here is the script for the encounter in question:

[spoiler]#-------------------------------------------------------------

Encounter: Boom
Type: Disarm Bomb
Villains: disguise_martian, disguise_martian, disguise_martian, disguise_martian
Bomb: nazihq_temporal_amplifier
Next: If Bomb Disarmed: __win__
Next: If Bomb Exploded: __lose__

Alert Cutscene:
Camera on Hero1
Hero1 plays animation pain
Villain1 says telepathically, "Kryptonian! We know who you are, we know what you are!"
Hero1 plays animation stunned
Hero1 says, "A voice...in my mind!"
Villain1 says telepathically, "We possess a bomb powerful enough to vaporize this miserable little collection of primitve hovels. If you wish these morsels you call humans to survive, you have two minutes to surrender to us, and we shall spare them!"
Hero1 says, "I don't think my surrender would save Metropolis...but can I take that risk? I've got two minutes, that should be enough time. I've got to find that bomb!"

Bomb Exploded Cutscene:
Camera on Hero1
Hero1 says, "No! I failed, I was too slow...but I'm never too slow!"
Fade for 2 seconds

End Cutscene:
Camera on Hero1
Hero1 says, "Well, that should teach them to stay out of Metropolis! Now on to S.T.A.R. Labs for some answers..."



[/spoiler]

M25

An encounter doesn't start because:
1. there are no markers available - make sure there is an encounter1 marker on the map
2. one of the villains/minions/etc. don't exist.  Make sure disguise_martian and the nazihq_temporal_amplifier are in your dat files
3. The previous encounter didn't end properly.  What was the previous encounter?

BentonGrey

Well, encounter 1 and his friends are definitely in place, and I've double checked the names of the villains and tripple checked the object name.  That was my first thought, especially since it was long and peculiar enough that it was very likely that I misspelled it.  Ha, figures that I was actually careful enough this time.  The previous encounter seems to have concluded well, but perhaps I've missed something.  The last line of dialog plays, and Jimmy runs the direction he is supposed to.  It is as follows:

[spoiler]#----------------------------------

Encounter: MTrap2
Type: Custom
Actions: Item Exists, Villains Fight Heroes, Item Starts On Ground, Item Has Power, Item

Uses Power on Heroes, Item Can Be Switched Off, Switches Exist, Allies Can Be Freed,

Allies In Cages
Villains: disguise_martian, disguise_martian, disguise_martian, disguise_martian
Allies: jimmy_olsen
Item: nazihq_hypno_sphere
Switches: switch
Trap Power: martianw gauntlet
Marker: trap2
Next: alien2

Start Cutscene:
Camera on Hero1
Hero1 turns to Villain1
Hero1 says, "If you've hurt him, you'll regret it...whatever you are!"
Camera on Villain1
Villain1 turns to Hero1
Villain1 plays animation power
Villain1 says, "<The kryptonian survived our first trap, the yellow sun must give him

more power than we anticipated. No matter, destroy him!>"

End Cutscene:
Ally1 moves to Hero1
Hero1 turns to Ally1
Ally1 says, "Su..Superman? What...what happened?"
Hero1 says, "I was hoping you could tell me Jimmy, I came back to town and got a

distress call from your watch."
Ally1 says, "Well, gee Superman, I don't know...I was trying to get some shots of the

new display at the museum when these military guys walked up, said something about how I

needed to come with them...and that's all I can remember."
Hero1 says, "Well, you better get back to the Planet Jimmy, there might be more of these

things around."

#----------------------------------[/spoiler]

You know M, I've been testing some more, and it seems like it MAY indeed be my other two encounters not ending properly.  I'll post with an update in a few minutes.

BentonGrey

Okay, I've confirmed it.  The bomb encounter works just fine by itself, as do the other two.  The problem arises when either of the trap encounters activate, and then somehow whatever is after them refuses to start.  I am assuming it has something to do with the traps themselves, and I noticed some slightly odd stuff at the bottom of the script.lot, but I'll be darned if I can make heads or tails of it!  Please forgive the multiple posts, but this is quite large:

[spoiler]
ENCOUNTER: Encounter ended 1 with 'end'
ENCOUNTER: Setting up encounter 2
ENCOUNTER: Start marker found for ['trap1'] 'trap1'
ENCOUNTER: No markers for 2 [['allyleave', 'trap1_allyleave', 'dist500'], ['itemstart', 'trap1_item', '']]
GROUP: '2_switch' set to []
GROUP: 'm25obj_2' added to group '2_switch'
GROUP: '2_switch' set to ['m25obj_2']
GROUP: '2_minion' set to []
GROUP: '2_minion' set to []
AI: SetupAI() - setting ai for m25obj_4 ('disguise_martian')
AI: SetupAI() - setting ai for m25obj_6 ('disguise_martian')
AI: SetupAI() - setting ai for m25obj_8 ('disguise_martian')
AI: SetupAI() - setting ai for m25obj_10 ('disguise_martian')
GROUP: 'm25obj_4' added to group '2_minion'
GROUP: 'm25obj_6' added to group '2_minion'
GROUP: 'm25obj_8' added to group '2_minion'
GROUP: 'm25obj_10' added to group '2_minion'
GROUP: '2_minion' set to ['m25obj_4', 'm25obj_6', 'm25obj_8', 'm25obj_10']
AI: SetupAI() - setting ai for m25obj_12 ('jimmy_olsen')
GROUP: '2_ally' set to []
GROUP: 'm25obj_12' added to group '2_ally'
GROUP: '2_ally' set to ['m25obj_12']
GROUP: '2_object' set to []
GROUP: '2_object' set to []
GROUP: '2_cohort' set to []
GROUP: '2_cohort' set to []
GROUP: '2_cohort' set to []
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 'EncCustom_ItemForGrabs_Setup'
ENCOUNTER: 2 - registering EncCustom_ItemForGrabs_Dropped on variable _item_dropped
ENCOUNTER: 2 - registering EncCustom_ItemForGrabs_OnGround on variable _item_on_ground
ENCOUNTER: 2 - registering EncCustom_InvulnerableItem_Setup on variable _item_on_ground
ENCOUNTER: 2 - registering EncCustom_ItemForGrabs_ItemLost on variable _item_lost
ENCOUNTER: 2 - registering EncCustom_ItemForGrabs_HeroHasIt on variable _hero_gets_item
ENCOUNTER: Encounter post function 'EncCustom_ItemStartsOnGround_Setup'
ENCOUNTER: Encounter post function 'EncCustom_SwitchOff_Setup'
ENCOUNTER: 2 - registering EncCustom_ItemSwitch_On on variable _switch_on
ENCOUNTER: 2 - registering EncCustom_ItemSwitch_Off on variable _switch_off
ENCOUNTER: Encounter post function 'EncStartOnEnterMarker_Setup'
ENCOUNTER: Encounter post complete for 2
ENCOUNTER: Saving encounter data for 2
ENCOUNTER: PlayEncCutscene(): 'alertcs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... []
ENCOUNTER: Encounter setup complete for 2
initAttribsForChar: working on m25obj_10 (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute flier
initAttribsForChar (disguise_martian): looking at attribute heat sensitive
initAttribsForChar (disguise_martian): looking at attribute masscontrol
execInitAttrib: init masscontrol attribute
    on m25obj_10 of template disguise_martian (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute white_martian
execInitAttrib: init disciplined attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_10 of template disguise_martian (disguise_martian)
execInitAttrib: init toughguy2 attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_10 of template disguise_martian (disguise_martian)
inittoughguy2: char=<m25obj_10>
inittoughguy2: initializing for m25obj_10
initAttribsForChar (disguise_martian): looking at attribute invulnerable0
execInitAttrib: init invulnerable0 attribute
    on m25obj_10 of template disguise_martian (disguise_martian)
initAttribsForChar: working on m25obj_8 (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute flier
initAttribsForChar (disguise_martian): looking at attribute heat sensitive
initAttribsForChar (disguise_martian): looking at attribute masscontrol
execInitAttrib: init masscontrol attribute
    on m25obj_8 of template disguise_martian (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute white_martian
execInitAttrib: init disciplined attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_8 of template disguise_martian (disguise_martian)
execInitAttrib: init toughguy2 attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_8 of template disguise_martian (disguise_martian)
inittoughguy2: char=<m25obj_8>
inittoughguy2: initializing for m25obj_8
initAttribsForChar (disguise_martian): looking at attribute invulnerable0
execInitAttrib: init invulnerable0 attribute
    on m25obj_8 of template disguise_martian (disguise_martian)
initAttribsForChar: working on m25obj_6 (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute flier
initAttribsForChar (disguise_martian): looking at attribute heat sensitive
initAttribsForChar (disguise_martian): looking at attribute masscontrol
execInitAttrib: init masscontrol attribute
    on m25obj_6 of template disguise_martian (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute white_martian
execInitAttrib: init disciplined attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_6 of template disguise_martian (disguise_martian)
execInitAttrib: init toughguy2 attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_6 of template disguise_martian (disguise_martian)
inittoughguy2: char=<m25obj_6>
inittoughguy2: initializing for m25obj_6
initAttribsForChar (disguise_martian): looking at attribute invulnerable0
execInitAttrib: init invulnerable0 attribute
    on m25obj_6 of template disguise_martian (disguise_martian)
initAttribsForChar: working on m25obj_4 (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute flier
initAttribsForChar (disguise_martian): looking at attribute heat sensitive
initAttribsForChar (disguise_martian): looking at attribute masscontrol
execInitAttrib: init masscontrol attribute
    on m25obj_4 of template disguise_martian (disguise_martian)
initAttribsForChar (disguise_martian): looking at attribute white_martian
execInitAttrib: init disciplined attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_4 of template disguise_martian (disguise_martian)
execInitAttrib: init toughguy2 attribute inside ['white_martian', 'disciplined', 'toughguy2'] combo
    on m25obj_4 of template disguise_martian (disguise_martian)
inittoughguy2: char=<m25obj_4>
inittoughguy2: initializing for m25obj_4
initAttribsForChar (disguise_martian): looking at attribute invulnerable0
execInitAttrib: init invulnerable0 attribute
    on m25obj_4 of template disguise_martian (disguise_martian)
initAttribsForChar: working on m25obj_12 (jimmy_olsen)
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
ENCOUNTER: Enc_CheckStart starting 2
ENCOUNTER: 2 - event callback _item_on_ground has value ['EncCustom_ItemForGrabs_OnGround', 'EncCustom_InvulnerableItem_Setup']
ENCOUNTER: 2 - event callback _item_on_ground calling EncCustom_ItemForGrabs_OnGround
ENCOUNTER: 2 - event callback _item_on_ground calling EncCustom_InvulnerableItem_Setup
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
ENCOUNTER: PlayEncCutscene(): 'startcs' : 'Enc_StandardStartEnable(2)'
ENCOUNTER: PlayCutsceneFromList(): [['priority', 1], ['replace', ['hero1', 'hero'], ['villain4', 'villain'], ['ally1', 'ally'], ['villain1', 'villain']], ['required', 'encounter1', 'trap2', 'trap1'], ['cutscene', 'CS_Start()', "CS_Camera('hero1', dist=-160, yaw=0)", 'CS_Fade(2)', "CS_TeleportTo('villain4', 'encounter1')", "CS_Camera('ally1', dist=-160, yaw=0)", 'CS_UnFade(3)', "CS_MoveTo('hero1', 'ally1')", "CS_TurnTo('ally1', 'hero1')", "CS_Speak('ally1', 'Help!', force=0)", "CS_Camera('hero1', dist=-160, yaw=0)", "CS_Speak('hero1', 'Jimmy! Are you alright?', force=0)", "CS_Camera('villain1', dist=-160, yaw=0)", "CS_TurnTo('villain1', 'hero1')", "CS_Animate('villain1','melee')", "CS_Speak('villain1', '<The Kryptonian has blundered into our trap, activate the weapons!>', force=0)", "CS_Camera('hero1', dist=-160, yaw=0)", 'CS_Speak(\'hero1\', "Jimmy, have they harmed you? Why don\'t you say something?", force=0)', "CS_Camera('ally1', dist=-160, yaw=0)", 'CS_Fade(2)', "CS_TeleportTo('ally1', 'trap2')", "CS_TeleportTo('villain4', 'trap1')", "CS_Camera('villain4', dist=-160, yaw=0)", "CS_TurnTo('villain4', 'hero1')", 'CS_UnFade(3)', "CS_Speak('villain4', '<Haha, now the fool dies!>', force=0)", "CS_Animate('villain4','ranged')", "CS_Camera('hero1', dist=-160, yaw=0)", "CS_Speak('hero1', 'A trap, that thing is some kind of shapeshifter!', force=0)", "CS_Speak('hero1', 'Who are you people, what do you want?', force=0)", "CS_Camera('villain1', dist=-160, yaw=0)", "CS_Speak('villain1', 'Your death Kryptonian!', force=0)", 'CS_End()']] : 'Enc_StandardStartEnable(2)' ... []
[/spoiler]

BentonGrey

And:

[spoiler]CUTSCENE: request to play cutscene.
CUTSCENE:  - CS_Start()
CUTSCENE:  - CS_Camera('hero_1', dist=-160, yaw=0)
CUTSCENE:  - CS_Fade(2)
CUTSCENE:  - CS_TeleportTo('m25obj_4', 'encounter1')
CUTSCENE:  - CS_Camera('m25obj_12', dist=-160, yaw=0)
CUTSCENE:  - CS_UnFade(3)
CUTSCENE:  - CS_MoveTo('hero_1', 'm25obj_12')
CUTSCENE:  - CS_TurnTo('m25obj_12', 'hero_1')
CUTSCENE:  - CS_Speak('m25obj_12','Help!', force=0)
CUTSCENE:  - CS_Camera('hero_1', dist=-160, yaw=0)
CUTSCENE:  - CS_Speak('hero_1','Jimmy! Are you alright?', force=0)
CUTSCENE:  - CS_Camera('m25obj_6', dist=-160, yaw=0)
CUTSCENE:  - CS_TurnTo('m25obj_6', 'hero_1')
CUTSCENE:  - CS_Animate('m25obj_6','melee')
CUTSCENE:  - CS_Speak('m25obj_6','<The Kryptonian has blundered into our trap, activate the weapons!>', force=0)
CUTSCENE:  - CS_Camera('hero_1', dist=-160, yaw=0)
CUTSCENE:  - CS_Speak('hero_1',"Jimmy, have they harmed you? Why don't you say something?", force=0)
CUTSCENE:  - CS_Camera('m25obj_12', dist=-160, yaw=0)
CUTSCENE:  - CS_Fade(2)
CUTSCENE:  - CS_TeleportTo('m25obj_12', 'trap2')
CUTSCENE:  - CS_TeleportTo('m25obj_4', 'trap1')
CUTSCENE:  - CS_Camera('m25obj_4', dist=-160, yaw=0)
CUTSCENE:  - CS_TurnTo('m25obj_4', 'hero_1')
CUTSCENE:  - CS_UnFade(3)
CUTSCENE:  - CS_Speak('m25obj_4','<Haha, now the fool dies!>', force=0)
CUTSCENE:  - CS_Animate('m25obj_4','ranged')
CUTSCENE:  - CS_Camera('hero_1', dist=-160, yaw=0)
CUTSCENE:  - CS_Speak('hero_1','A trap, that thing is some kind of shapeshifter!', force=0)
CUTSCENE:  - CS_Speak('hero_1','Who are you people, what do you want?', force=0)
CUTSCENE:  - CS_Camera('m25obj_6', dist=-160, yaw=0)
CUTSCENE:  - CS_Speak('m25obj_6','Your death Kryptonian!', force=0)
CUTSCENE:  - CS_End()
CUTSCENE: calling PlayCurrentCutscene 2
CUTSCENE: playing ff.CS_Start(2)
CUTSCENE: playing ff.CS_Camera(2,'hero_1', dist=-160, yaw=0)
CUTSCENE: playing ff.CS_Fade(2,2)
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
CUTSCENE: playing ff.CS_TeleportTo(2,'m25obj_4', 'encounter1')
CUTSCENE: playing ff.CS_Camera(2,'m25obj_12', dist=-160, yaw=0)
CUTSCENE: playing ff.CS_UnFade(2,3)
CUTSCENE: playing ff.CS_MoveTo(2,'hero_1', 'm25obj_12')
CUTSCENE: playing ff.CS_TurnTo(2,'m25obj_12', 'hero_1')
CUTSCENE: playing ff.CS_Speak(2,'m25obj_12','Help!', force=0)
CUTSCENE: playing ff.CS_Camera(2,'hero_1', dist=-160, yaw=0)
CUTSCENE: playing ff.CS_Speak(2,'hero_1','Jimmy! Are you alright?', force=0)
CUTSCENE: playing ff.CS_Camera(2,'m25obj_6', dist=-160, yaw=0)
CUTSCENE: playing ff.CS_TurnTo(2,'m25obj_6', 'hero_1')
CUTSCENE: playing ff.CS_Animate(2,'m25obj_6','melee')
CUTSCENE: playing ff.CS_Speak(2,'m25obj_6','<The Kryptonian has blundered into our trap, activate the weapons!>', force=0)
CUTSCENE: playing ff.CS_Camera(2,'hero_1', dist=-160, yaw=0)
CUTSCENE: playing ff.CS_Speak(2,'hero_1',"Jimmy, have they harmed you? Why don't you say something?", force=0)
CUTSCENE: playing ff.CS_Camera(2,'m25obj_12', dist=-160, yaw=0)
CUTSCENE: playing ff.CS_Fade(2,2)
CUTSCENE: playing ff.CS_TeleportTo(2,'m25obj_12', 'trap2')
CUTSCENE: playing ff.CS_TeleportTo(2,'m25obj_4', 'trap1')
CUTSCENE: playing ff.CS_Camera(2,'m25obj_4', dist=-160, yaw=0)
CUTSCENE: playing ff.CS_TurnTo(2,'m25obj_4', 'hero_1')
CUTSCENE: playing ff.CS_UnFade(2,3)
CUTSCENE: playing ff.CS_Speak(2,'m25obj_4','<Haha, now the fool dies!>', force=0)
CUTSCENE: playing ff.CS_Animate(2,'m25obj_4','ranged')
CUTSCENE: playing ff.CS_Camera(2,'hero_1', dist=-160, yaw=0)
CUTSCENE: playing ff.CS_Speak(2,'hero_1','A trap, that thing is some kind of shapeshifter!', force=0)
CUTSCENE: playing ff.CS_Speak(2,'hero_1','Who are you people, what do you want?', force=0)
CUTSCENE: playing ff.CS_Camera(2,'m25obj_6', dist=-160, yaw=0)
CUTSCENE: playing ff.CS_Speak(2,'m25obj_6','Your death Kryptonian!', force=0)
CUTSCENE: playing ff.CS_End(2)
AI: AIRun is restarting m25obj_10
AI: AISetRunning m25obj_10 to 1
AI: AIRun is restarting m25obj_8
AI: AISetRunning m25obj_8 to 1
AI: AIRun is restarting m25obj_6
AI: AISetRunning m25obj_6 to 1
AI: AIRun is restarting m25obj_4
AI: AISetRunning m25obj_4 to 1
AI: AIRun is restarting m25obj_12
AI: AISetRunning m25obj_12 to 1
CUTSCENE: calling cutscene return function.
GROUP: 'm25obj_4' automatically promoted to leader of group '2_minion'
GROUP: 'm25obj_4' made leader of group '2_minion'
GOAL: Adding goal Goal_Guard(1001,'m25obj_4',19) to character m25obj_6
GOAL: Adding goal Goal_Guard(1002,'m25obj_4',19) to character m25obj_8
GOAL: Adding goal Goal_Guard(1003,'m25obj_4',19) to character m25obj_10
GROUP: '2_minion' set to guard 'm25obj_4'
GOAL: Adding goal Goal_StayWithTeam(1004,20) to character m25obj_4
ENCOUNTER: -- custom check end EncCustom_ItemForGrabs_CheckEnd(2) - None
ENCOUNTER: -- custom check end EncCustom_SwitchOff_CheckEnd(2) - None
AI: AIRun is restarting hero_1
AI: AISetRunning hero_1 to 1
AI: AISetRunning hero_1 to 0
ENCOUNTER: PlayEncCutscene(): 'bantercs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... []
GROUP: '2_minion' member koed
ENCOUNTER: PlayEncCutscene(): 'm25obj_4kocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_4', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'disguise_martiankocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_4', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'villainkocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_4', 'fallen']]
ENCOUNTER: -- custom check end EncCustom_ItemForGrabs_CheckEnd(2) - None
ENCOUNTER: -- custom check end EncCustom_SwitchOff_CheckEnd(2) - None
GROUP: '2_minion' leader koed
GROUP: 'm25obj_6' automatically promoted to leader of group '2_minion'
GROUP: 'm25obj_6' made leader of group '2_minion'
GOAL: Removing goal Goal_Guard( from character m25obj_6
GOAL: Removing goal Goal_Guard( from character m25obj_8
GOAL: Adding goal Goal_Guard(1005,'m25obj_6',19) to character m25obj_8
GOAL: Removing goal Goal_Guard( from character m25obj_10
GOAL: Adding goal Goal_Guard(1006,'m25obj_6',19) to character m25obj_10
GROUP: '2_minion' set to guard 'm25obj_6'
GOAL: Adding goal Goal_StayWithTeam(1007,20) to character m25obj_6
GROUP: 'm25obj_4' removed from group '2_minion'
GROUP: '2_minion' set to ['m25obj_6', 'm25obj_8', 'm25obj_10']
GROUP: '2_minion' member koed
ENCOUNTER: PlayEncCutscene(): 'm25obj_8kocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_8', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'disguise_martiankocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_8', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'villainkocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_8', 'fallen']]
ENCOUNTER: -- custom check end EncCustom_ItemForGrabs_CheckEnd(2) - None
ENCOUNTER: -- custom check end EncCustom_SwitchOff_CheckEnd(2) - None
GROUP: '2_minion' member koed
ENCOUNTER: PlayEncCutscene(): 'm25obj_10kocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_10', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'disguise_martiankocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_10', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'villainkocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_10', 'fallen']]
ENCOUNTER: -- custom check end EncCustom_ItemForGrabs_CheckEnd(2) - None
ENCOUNTER: -- custom check end EncCustom_SwitchOff_CheckEnd(2) - None
ENCOUNTER: PlayEncCutscene(): 'bantercs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... []
GROUP: 'm25obj_8' removed from group '2_minion'
GROUP: '2_minion' set to ['m25obj_6', 'm25obj_10']
GROUP: '2_minion' member koed
ENCOUNTER: PlayEncCutscene(): 'm25obj_6kocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_6', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'disguise_martiankocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_6', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'villainkocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_6', 'fallen']]
ENCOUNTER: -- custom check end EncCustom_ItemForGrabs_CheckEnd(2) - None
ENCOUNTER: -- custom check end EncCustom_SwitchOff_CheckEnd(2) - None
GROUP: '2_minion' leader koed
GROUP: 'm25obj_10' removed from group '2_minion'
GROUP: '2_minion' set to ['m25obj_6']
ENCOUNTER: PlayEncCutscene(): 'allswitchesturnedoffcs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... []
ENCOUNTER: 2 - event callback _switch_off has value ['EncCustom_ItemSwitch_Off']
ENCOUNTER: 2 - event callback _switch_off calling EncCustom_ItemSwitch_Off
ENCOUNTER: -- custom check end EncCustom_ItemForGrabs_CheckEnd(2) - ['item switched off']
ENCOUNTER: -- custom check end EncCustom_SwitchOff_CheckEnd(2) - ['all switches off']
ENCOUNTER: PlayEncCutscene(): 'endcs' : "EncCustom_CleanUp(2, ['end', 'item switched off', 'all switches off'])"
ENCOUNTER: PlayCutsceneFromList(): [['priority', 1], ['replace', ['hero1', 'hero']], ['cutscene', 'CS_Start()', "CS_Camera('hero1', dist=-160, yaw=0)", 'CS_Speak(\'hero1\', "A little X-Ray vision would have solved that mystery, still, it takes more than fancy technology to put me down...but where is the real Olsen? It shouldn\'t take me too long to find him...", force=0)', 'CS_End()']] : "EncCustom_CleanUp(2, ['end', 'item switched off', 'all switches off'])" ... []
CUTSCENE: request to play cutscene.
CUTSCENE:  - CS_Start()
CUTSCENE:  - CS_Camera('hero_1', dist=-160, yaw=0)
CUTSCENE:  - CS_Speak('hero_1',"A little X-Ray vision would have solved that mystery, still, it takes more than fancy technology to put me down...but where is the real Olsen? It shouldn't take me too long to find him...", force=0)
CUTSCENE:  - CS_End()
CUTSCENE: calling PlayCurrentCutscene 3
CUTSCENE: playing ff.CS_Start(3)
CUTSCENE: playing ff.CS_Camera(3,'hero_1', dist=-160, yaw=0)
CUTSCENE: playing ff.CS_Speak(3,'hero_1',"A little X-Ray vision would have solved that mystery, still, it takes more than fancy technology to put me down...but where is the real Olsen? It shouldn't take me too long to find him...", force=0)
AI: AISetRunning m25obj_6 to 0
AI: AISetRunning m25obj_12 to 0
GROUP: 'm25obj_6' removed from group '2_minion'
GROUP: '2_minion' set to []
GROUP: empty '2_minion' cannot have a leader promoted
CUTSCENE: playing ff.CS_End(3)
AI: AIRun is restarting m25obj_12
AI: AISetRunning m25obj_12 to 1
CUTSCENE: calling cutscene return function.
GOAL: Adding goal Goal_MoveToMarker(1008,'trap1_allyleave1',5,100,100,0,None,1) to character m25obj_12
GOAL: Adding goal Goal_MoveToMarker(1009,'trap1_allyleave1',5,100,100,0,None,1) to character m25obj_2
GOAL: Adding goal Goal_MoveToMarker(1010,'trap1_allyleave1',5,100,100,0,None,1) to character m25obj_2
ENCOUNTER: Encounter ended 2 with ['end', 'item switched off', 'all switches off']
AI: m25obj_12:'jimmy_olsen' goal move to marker 'trap1_allyleave1'
AI: m25obj_12:'jimmy_olsen' goal move to marker 'trap1_allyleave1'
AI: m25obj_12:'jimmy_olsen' goal move to marker 'trap1_allyleave1'
AI: m25obj_12:'jimmy_olsen' goal move to marker 'trap1_allyleave1'
GROUP: 'm25obj_12' removed from group '2_ally'
GROUP: '2_ally' set to []
GROUP: empty '2_ally' cannot have a leader promoted
GROUP: 'm25obj_2' removed from group '2_switch'
GROUP: '2_switch' set to []
GROUP: empty '2_switch' cannot have a leader promoted [/spoiler]

M25

In your encounter you have the line
Next: alien2

Do you have an encounter called alien2?

Should it be
Next: Boom
?

(The log is showing that the trap ended correctly and everything played.)

BentonGrey

Shoot!  Ahh, that's what I get for reusing my working script to try and cut down on errors......haha, that was left over from my Batman JLA mission, and I forgot to erase it!  Thanks for putting a fresh set of eyes on that M, I just did not notice at all.  I know you must get really sick of me making all these stupid errors and asking y'all to figure them out, but I want you to know that I really appreciate it man!

BentonGrey

*Knocks on wood* Everything is going well for the moment, no major foul ups, but I do have a quick question for the EZScript gurus out there.  If I'm doing my JLA campaign, is there any way to track which characters the player chooses for one mission, and disallow those for the following mission?

:EDIT: I knew it, I absolutely knew it!  As soon as I said that, something went wrong.  JLA mission 7 was working perfectly, except for the opening cutscene.  I fixed that cutscene, and now none of the actual encounters are initializing.  I'm getting a very odd error message for each of them:

[spoiler]ERROR: The encounter DoEncCustom does not exist or is broken.  You may need to download the appropriate plug-in, or check script.log for errors.
ff.DoEncCustom(2,villains = ['martian_walker', 'white_martian', 'white_martian', 'martian_fighter', 'martian_fighter'], minions = ['white_martian'], cutscenes = [['alertcs', [['priority', 1], ['replace', ['villain1', 'villain']], ['cutscene', 'CS_Start()', "CS_Camera('villain1', dist=-160, yaw=0)", "CS_Speak('villain1', '<Smash these hovels, it will demoralize the human cattle.>', force=0)", "CS_AddArrow('villain1arrow', 'villain1', arrow_type=js.ARROW_RED)", 'CS_End()']]], ['startcs', [['priority', 1], ['replace', ['hero4', 'hero'], ['hero2', 'hero']], ['cutscene', 'CS_Start()', "CS_Camera('hero4', dist=-160, yaw=0)", 'CS_Speak(\'hero4\', "They\'re tearing the city apart!", force=0)', 'CS_Speak(\'hero2\', "Come on, let\'s return the favor!", force=0)', 'CS_End()']]]], marker = 'encounter', actions="villains fight heroes, villains and minions attack buildings",return_function="StorylineEncounterReturn")
Traceback (innermost last):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25story.py", line 252, in DoStorylineStateEvent
    DoStorylineState(story, state, event.user)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25story.py", line 295, in DoStorylineState
    if not StorySetupEncounter(enc_id,story,state,a):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25story.py", line 385, in StorySetupEncounter
    val = eval('ff.%s(%i,%s,return_function="StorylineEncounterReturn")'%(encname,enc_id,encparams))
  File "<string>", line 0, in ?
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25enc.py", line 4206, in DoEncCustom
    return SetupEncounter(enc_id, encounter)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25enc.py", line 1351, in SetupEncounter
    if not SetupEnc_Spawn(enc_id, start_num, encounter): return 0
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25enc.py", line 1417, in SetupEnc_Spawn
    EncSpawnGroup(enc_id,start_num +'_'+ s[1] ,s[2],s[0],s[3],marker_type=s[4],create_markers=s[5])
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25enc.py", line 365, in EncSpawnGroup
    m25_spawn(name,template,start_markers[num],teleport=teleport,objclass=savename,disable=disable)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25enc.py", line 246, in m25_spawn
    if js.Object_GetAttr(name,'complex'):
SystemError: NULL result without error in call_object
RANDOMENC: selected white_martian : total prestige 1
RANDOMENC: selected white_martian : total prestige 2
RANDOMENC: selected white_martian : total prestige 3
RANDOMENC: selected white_martian : total prestige 4
RANDOMENC: selected white_martian : total prestige 5
RANDOMENC: selected white_martian : total prestige 6
RANDOMENC: selected white_martian : total prestige 7
RANDOMENC: selected white_martian : total prestige 8
ENCOUNTER: Setting up encounter 3
ENCOUNTER: Start marker found for ['encounter'] 'encounter6'
AI: SetupAI() - setting ai for m25obj_20 ('white_martian')
AI: SetupAI() - setting ai for m25obj_22 ('white_martian')
AI: SetupAI() - setting ai for m25obj_24 ('white_martian')
AI: SetupAI() - setting ai for m25obj_26 ('white_martian')
AI: SetupAI() - setting ai for m25obj_28 ('white_martian')
AI: SetupAI() - setting ai for m25obj_30 ('white_martian')
AI: SetupAI() - setting ai for m25obj_32 ('white_martian')
AI: SetupAI() - setting ai for m25obj_34 ('white_martian')
GROUP: '3_minion' set to []
GROUP: 'm25obj_20' added to group '3_minion'
GROUP: 'm25obj_22' added to group '3_minion'
GROUP: 'm25obj_24' added to group '3_minion'
GROUP: 'm25obj_26' added to group '3_minion'
GROUP: 'm25obj_28' added to group '3_minion'
GROUP: 'm25obj_30' added to group '3_minion'
GROUP: 'm25obj_32' added to group '3_minion'
GROUP: 'm25obj_34' added to group '3_minion'
GROUP: '3_minion' set to ['m25obj_20', 'm25obj_22', 'm25obj_24', 'm25obj_26', 'm25obj_28', 'm25obj_30', 'm25obj_32', 'm25obj_34']
spawn: 'position' parameter invalid type, should be string or tuple.[/spoiler]

What makes this weird is that NONE of these encounters are custom, they are all fights, save civilians, or building rampage.

[spoiler]#---------------------------------------

Encounter: Attack1
Type: Save Civilian
Villains: white_martian, white_martian, white_martian, white_martian
Minions: white_martian
Allies: civilian_male, civilian_female, civilian_female
Next: None

Alert Cutscene:
Camera on Ally1
Ally1 plays animation power
Ally1 says, "Dear Lord, what are these things! Help!"
Yellow Arrow on Ally1
Yellow Arrow on Ally2
Yellow Arrow on Ally3

Start Cutscene:
Camera on superman
superman says, "We've got to stop these monsters before they reach the civilians!"

Next: If Ally Survives: None
Next: If Ally Lost: __lose__

Enemies Down Cutscene:
Camera on superman
superman says, "That'll teach you to pick on the helpless in MY town!"

Ally Thanks Hero Cutscene:
Ally1 turns to superman
Camera on Ally1
Ally1 says, "Thank you superman, you saved our lives!"

Ally Lost Cutscene:
Camera on superman
superman plays animation stunned
superman says, "I was too slow, and these innocents paid with their lives!"

#---------------------------------------[/spoiler]

:EDIT2: Apparently its not the opening cutscene, as I removed it and got the same error message.

M25

I would guess that martian_walker doesn't exist in your game files.

EZ script doesn't currently have a mechanism to disallow a character from participating in a mission.

All encounters translate to custom encounters internally.  Of course it doesn't make for a very illuminating error message.   :doh:

|