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JLA/AVengers Mod EZscript help

Started by JLAfan2001, March 26, 2009, 05:42:08 PM

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JLAfan2001

Sorry. I also had that marker too. I forgot to add it to the list that I made.

JLAfan2001

If I have two or more encounters in one mission, do I have to lay down encounter markers for each encounter in the map or is encounter1 good enough?

BentonGrey

You can pile as many different encounters on one marker as you like, but it is a good idea to have at least 9 or 10 encounter makers on a map so that EZScript will be happy.  If you want something to happen at a specific place, create a specific marker for it, like boss1, or something like that.  By the way, I went to test your mission today, and it occured to me that I don't have any Marvel herofiles or skins/meshes set up for FF2...ha, I suppose that is what happens when you focus so much on one project. 
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

Torch

Quote from: BentonGrey on April 18, 2009, 08:26:18 PM
You can pile as many different encounters on one marker as you like, but it is a good idea to have at least 9 or 10 encounter makers on a map so that EZScript will be happy.  If you want something to happen at a specific place, create a specific marker for it, like boss1, or something like that.  By the way, I went to test your mission today, and it occured to me that I don't have any Marvel herofiles or skins/meshes set up for FF2...ha, I suppose that is what happens when you focus so much on one project.
Yes Benton.   You are the DC to my Marvel!  :P

@JLAFan2001: you can also put specific spawn points for allies and villains in an encounter.  this can be useful.  for example:

let's say you use marker:encounter1 in your EZScript encounter.  also assume you have two villains and two allies declared.  then on the map, you could place markers named:

encounter1_villain1
encounter1_villain2
encounter1_ally1
encounter1_ally2

when you play the mission, the first villain declared in EZScript will appear at encounter1_villain1 on your map, and so on for each villain and ally.  in this way you can control the exact location of any villain and any ally spawning!

/end EZScript tutorial  ^_^

M25

You can get away with only one encounter marker if you only have one encounter going at once.  But you are better off having  more than one marker. 

JLAfan2001

Is there any way for a character to continuously play an animation during an encounter? I am playing with the idea of having starfox continuously play the hit_and_stunned animation. I wrote that animation into the enounter but I noticed that starfox only plays it once. Anyway to keep playing it in a loop until the encounter ends?

Torch

Quote from: JLAfan2001 on April 21, 2009, 05:42:41 PM
Is there any way for a character to continuously play an animation during an encounter? I am playing with the idea of having starfox continuously play the hit_and_stunned animation. I wrote that animation into the enounter but I noticed that starfox only plays it once. Anyway to keep playing it in a loop until the encounter ends?
That is something I struggled with also.  I don't think there is a way to do it, but you can 'kill' him and then 'revive' him.  I also found that if a character is killed in one encounter, EZScript didn't seem to like the character being revived in a different encounter.  From my experience you need to kill and revive within the same encounter.

For example:

starfox is killed
wait for 5 seconds
starfox is revived

You can do anything you like between the 'killed' and 'revived' commands, and starfox will stay down until revived.

BentonGrey

The simplest thing to do is just use a custom encounter and add in the "allies rescuable," or whatever it's called, parameter.  One of those will cause any allies, like Starfox, to act stunned while being surrounded by an icon that indicates they can be rescued. 
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

Torch

Quote from: BentonGrey on April 21, 2009, 09:15:45 PM
The simplest thing to do is just use a custom encounter and add in the "allies rescuable," or whatever it's called, parameter.  One of those will cause any allies, like Starfox, to act stunned while being surrounded by an icon that indicates they can be rescued. 
I like that!  Is there a reference for custom encounters anywhere?  Or a nice EZScript mini-mod that gives multiple examples?  I don't find much mention of it in the EZScript User's Guide (Link)

GogglesPizanno

Quote from: Torch on April 21, 2009, 10:11:33 PM
Quote from: BentonGrey on April 21, 2009, 09:15:45 PM
The simplest thing to do is just use a custom encounter and add in the "allies rescuable," or whatever it's called, parameter.  One of those will cause any allies, like Starfox, to act stunned while being surrounded by an icon that indicates they can be rescued. 
I like that!  Is there a reference for custom encounters anywhere?  Or a nice EZScript mini-mod that gives multiple examples?  I don't find much mention of it in the EZScript User's Guide (Link)

In the frame set its a sub category of the EZScript section, or you can link to it directly here:
http://ffx.freedomforceforever.com/manual/ezscript/customencounters.htm

Torch


JLAfan2001

OK. After about a month of testing and re-testing and bugging people, I'm almost done mission one. I can't get the final encounter working. It fades at the end of encounter3 but doesn't fade back in. Once again, I have added encounter4_ally1 to encounter4_ally12 markers on the map. Can anyone see something in the script that I'm missing? Also, vision and submariner don't seem to show up in the encounter when I do get it working temporarily. Any ideas why?

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

Encounter: Avengers Arrive
Type: Chat
Allies: kang, antman, wasp, captain america, hercules, ironman, quicksilver, vision, scarlet witch, submariner, thor, starfox
Marker: encounter4

Alert Cutscene:
kang turns to captain america
antman turns to kang
captain america turns to kang
hercules turns to kang
ironman turns to kang
quicksilver turns to kang
scarlet witch turns to kang
starfox turns to kang
submariner turns to kang
thor turns to kang
vision turns to kang
wasp turns to kang
beast turns to kang
captain marvel turns to kang
hawkeye turns to kang
she hulk turns to kang
Unfade for 3 seconds

Start Cutscene:
kang says, "Good. The rest of the mongrels are here. Let us begin"

End Cutscene:
kang says, "There is one like me who seeks to bend time to his image. He traveled to the dawn of all there is to retrieve the egg of time."
kang says, "I could not allow this to happen so I followed him. All continuity was hatched from that egg. Unfortunately, he sensed my time-ship in the temporal vortex and attacked without warning."
kang says, "I returned the attack and due to the desperate circumstances of the moment, the egg was lost through the time vortex in which we had entered."
kang says, "I managed to track it down in five distinct time periods and I suspect my counterpart has as well. Once all the pieces have been found, I can travel back to the dawn of time and replace the egg before time ceases to exist. It will not be easy."
kang says, "My counterpart is also employing a group of his own to find the pieces. A villainous group who stand to benefit from this no doubt. A group who will let no one stand in their way."
kang says, "As I have said Avengers, your help is needed."
captain america says, "Once again your schemes have endangered us all, Kang."
quicksilver says, "I don't think I like the idea of trusting Kang."
scarlet witch says, "We have no choice. We must ally ourselves with this villain to save the earth."
submariner says, "She does speak the truth."
captain america says, "Fine. Take us to the first time period, Kang."
captain america says, "AVENGERS ASSEMBLE!"
Fade for 5 seconds






Torch

Do you already have allies declared in other encounters that carry over to this one?  For example, I don't see she hulk, hawkeye, captain marvel, or vision declared.  Also, do the two name heroes have a space or a _ between them in the Templates tab of FFEdit?  Such as captain america or captain_america?

You can also rem out (#) most of the lines in the Alert Cutscene just to see if you can get it to run.  Like this:

Encounter: Avengers Arrive
Type: Chat
Allies: kang, antman, wasp, captain america, hercules, ironman, quicksilver, vision, scarlet witch, submariner, thor, starfox
Marker: encounter4

Alert Cutscene:
#kang turns to captain america
#antman turns to kang
#captain america turns to kang
#hercules turns to kang
#ironman turns to kang
#quicksilver turns to kang
#scarlet witch turns to kang
#starfox turns to kang
#submariner turns to kang
#thor turns to kang
#vision turns to kang
#wasp turns to kang
#beast turns to kang
#captain marvel turns to kang
#hawkeye turns to kang
#she hulk turns to kang
Unfade for 3 seconds

Start Cutscene:
kang says, "Good. The rest of the mongrels are here. Let us begin"

End Cutscene:
kang says, "There is one like me who seeks to bend time to his image. He traveled to the dawn of all there is to retrieve the egg of time."
kang says, "I could not allow this to happen so I followed him. All continuity was hatched from that egg. Unfortunately, he sensed my time-ship in the temporal vortex and attacked without warning."
kang says, "I returned the attack and due to the desperate circumstances of the moment, the egg was lost through the time vortex in which we had entered."
kang says, "I managed to track it down in five distinct time periods and I suspect my counterpart has as well. Once all the pieces have been found, I can travel back to the dawn of time and replace the egg before time ceases to exist. It will not be easy."
kang says, "My counterpart is also employing a group of his own to find the pieces. A villainous group who stand to benefit from this no doubt. A group who will let no one stand in their way."
kang says, "As I have said Avengers, your help is needed."
captain america says, "Once again your schemes have endangered us all, Kang."
quicksilver says, "I don't think I like the idea of trusting Kang."
scarlet witch says, "We have no choice. We must ally ourselves with this villain to save the earth."
submariner says, "She does speak the truth."
captain america says, "Fine. Take us to the first time period, Kang."
captain america says, "AVENGERS ASSEMBLE!"
Fade for 5 seconds

JLAfan2001

The only ally that I have in the other encounters is starfox but I have him leaving at the end of encounter two and coming back in this one. kang was declared as a villain in the previous encounters. She hulk, hawkeye, captain marvel and beast are the player characters. The two name heroes do have the underscore between names in Templates but I though that EZscript works off the hero files. The hero files matches EZscript.

Torch

Quote from: JLAfan2001 on April 24, 2009, 02:34:29 AM
The only ally that I have in the other encounters is starfox but I have him leaving at the end of encounter two and coming back in this one. kang was declared as a villain in the previous encounters. She hulk, hawkeye, captain marvel and beast are the player characters. The two name heroes do have the underscore between names in Templates but I though that EZscript works off the hero files. The hero files matches EZscript.
In my experience EZScript doesn't like the naming of a hero in an encounter unless they've been declared as an ally or villain.  M25 may disagree with me, but I haven't been able to get it to work.  Therefore, I would say

hero1 turns to kang
hero2 turns to kang
hero3 turns to kang
hero4 turns to kang

JLAfan2001

I tried to simplify a bit by taking out the hero1, hero2 etc all together and that still didn't do the trick. I can't honestly see what's wrong with this script. Is it possible that EZscript doesn't like that many allies being spawned at once? I also had kang declared a villain in previous encounters with the "named kg1" tag but had "kg1 is destroyed" in encounter2. Is it possible EZscript is not liking that? Please help so I can finish the first mission.

M25

#46
EZ script doesn't work off of the hero files.  It works off of the characters that you give it.  These characters can be either built-in OR hero files, but there is no preference for one or the other.

If you have turned your hero files into built-in characters and you are using those built-in characters in the mission, then you need to use the names of the heroes as they appear in the templates tab.  Use the names with underscores in them, if they exist.  Chances are that is the problem.

If a cutscene doesn't start, check your script.log file for an error (starts with Traceback).  If you don't see an error, then EZ script couldn't find all of the characters that are required for a cutscene.  And you have a lot of required characters for that cutscene. 




I know this causes a lot of people grief, and I'm looking at alternative ideas.  Cutscenes get skipped like that because you can have multiple cutscenes and EZ script will try to find one that works.

In this case, you can add a very simple alternate cutscene for Alert that simply unfades the camera.



Alert Cutscene:
kang turns to captain america
antman turns to kang
captain america turns to kang
hercules turns to kang
ironman turns to kang
quicksilver turns to kang
scarlet witch turns to kang
starfox turns to kang
submariner turns to kang
thor turns to kang
vision turns to kang
wasp turns to kang
beast turns to kang
captain marvel turns to kang
hawkeye turns to kang
she hulk turns to kang
Unfade for 3 seconds

Alert Cutscene:
Unfade for 3 seconds


Put both in your encounter, and EZ script will choose one, chances are the second one will play because the first one cannot play.


The point of this is to add some randomness and replay-ability to the missions... you won't always know exactly which cutscene will play.



JLAfan2001

I tried putting in the two alert cutscenes, putiing underscores between names and even split up the encounter in two. Nothing worked. I looked at the script.log but can't make heads or tails of it. Here it is:

ffx3\Missions\Scripts\sk.py importing FFX
ffx3\Missions\Scripts\sk.py loaded
Loading m25pstory.py v.3.2.0 final; May 27, 2008
>>> C:\Documents and Settings\Compaq_Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod jlavengers mission1.py executed
>>> C:\Documents and Settings\Compaq_Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.py executed
! GetMapInfo
>>> C:\Documents and Settings\Compaq_Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod jlavengers mission1.py executed
manor post init
Traceback (innermost last):
  File "C:\Documents and Settings\Compaq_Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.py", line 11, in OnPostInitMap
    Object_Spawn(ff.targetObject, 'blitz_shield_generator', targetLocation)
RuntimeError: Object_Spawn(): Could not find positional marker - spawn_target_obj
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'MP_MANOR'
initialising FFX: skirmish=0
mapinfocaliper2 is not a valid explosion object
mapinfocaliper3 is not a valid explosion object
mapinfocaliper0 is not a valid explosion object
mapinfocaliper1 is not a valid explosion object
numberStr=58
storing hero_1: id_1,-58
numberStr=59
storing hero_2: id_2,-59
numberStr=60
storing hero_3: id_3,-60
numberStr=61
storing hero_4: id_4,-61
kg1 kang encounter1_villain1
sf1 starfox encounter1_ally1
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (-45.0, 45.0, 1.0, 0.800000011921, (1.0, 1.0, 1.0))
initAttribsForChar: working on hero_1 (beast)
initAttribsForChar (beast): looking at attribute disciplined
initAttribsForChar (beast): looking at attribute jumper
initAttribsForChar (beast): looking at attribute hirsute
initAttribsForChar: working on hero_2 (captain marvel)
initAttribsForChar (captain marvel): looking at attribute livinglaser
execInitAttrib: init livinglaser attribute
    on hero_2 of template custom_template_59 (captain marvel)
initAttribsForChar (captain marvel): looking at attribute flier
initAttribsForChar (captain marvel): looking at attribute fastflier
execInitAttrib: init fastflier attribute
    on hero_2 of template custom_template_59 (captain marvel)
initAttribsForChar: working on hero_3 (hawkeye)
initAttribsForChar (hawkeye): looking at attribute crack shot
initAttribsForChar: working on hero_4 (she hulk)
initAttribsForChar (she hulk): looking at attribute jumper
initAttribsForChar (she hulk): looking at attribute solid skeleton
initAttribsForChar (she hulk): looking at attribute heavy lifter
initAttribsForChar (she hulk): looking at attribute temperature control
initAttribsForChar (she hulk): looking at attribute strange visitor
initAttribsForChar: working on kg1 (kang)
initAttribsForChar (kang): looking at attribute armoured
initAttribsForChar (kang): looking at attribute levitate
initAttribsForChar (kang): looking at attribute solid skeleton
initAttribsForChar (kang): looking at attribute strange visitor
initAttribsForChar (kang): looking at attribute summoner3
execInitAttrib: init summoner3 attribute
    on kg1 of template kang (kang)
initAttribsForChar: working on sf1 (starfox)
initAttribsForChar (starfox): looking at attribute flier
initAttribsForChar (starfox): looking at attribute fast healing
initAttribsForChar (starfox): looking at attribute radioactive
initAttribsForChar (starfox): looking at attribute temperature control
initAttribsForChar (starfox): looking at attribute beautiful
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()
Game load time is 1240874300.33
C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\custom\art\library\characters\male_basic_midboots (kang)
Game load time is 1240874300.33
Game load time is 1240874300.33
C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\custom\art\library\characters\male_basic_collar69 (starfox)
Game load time is 1240874300.33
Game load time is 1240874300.33
Game load time is 1240874300.33
Game load time is 1240874300.33
C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\custom\art\library\characters\beast_alpha2
Game load time is 1240874300.33
C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\custom\art\library\characters\Captain_Marvel_II
Game load time is 1240874300.33
Game load time is 1240874300.33
C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\custom\art\library\characters\fb_amazon_muscular_tall (she-hulk)
Game load time is 1240874300.33
C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\custom\art\library\characters\Hawkeye_v2_Gren
Game load time is 1240874300.33
kg1 kang encounter2_villain1
sf1 starfox encounter2_ally1
addArrow starfoxarrow sf1 1 1
addArrow kangarrow kg1 0 1
addArrow sf1arrow sf1 1 0
Game load time is 1240874300.33
Game load time is 1240874300.33
Game load time is 1240874300.33
Game load time is 1240874300.33
m25obj_2 mech_man encounter3_minion1
m25obj_4 mech_man encounter3_minion2
m25obj_6 mech_man encounter3_minion3
m25obj_8 mech_man encounter3_minion4
m25obj_10 mech_man encounter3_minion5
m25obj_12 mech_man encounter3_minion6
m25obj_14 mech_man encounter3_minion7
m25obj_16 mech_man encounter3_minion8
m25obj_18 kang encounter3_villain1
Game load time is 1240874300.33
initAttribsForChar: working on m25obj_10 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_4 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_6 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_2 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_8 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_12 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_14 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_16 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_18 (kang)
initAttribsForChar (kang): looking at attribute armoured
initAttribsForChar (kang): looking at attribute levitate
initAttribsForChar (kang): looking at attribute solid skeleton
initAttribsForChar (kang): looking at attribute strange visitor
initAttribsForChar (kang): looking at attribute summoner3
execInitAttrib: init summoner3 attribute
    on m25obj_18 of template kang (kang)
addArrow kangarrow m25obj_18 0 1
speak('m25obj_18','SPEECH_KG_INTEROGATEME_01')
cshelper: Cutscene [cutscene] submitted for playing
cshelper: Now playing cutscene [cutscene]
Step 1 of 2
0
speakInternal
0
Step 2 of 2
cshelper: Cutscene [cutscene] has ended
Game load time is 1240874300.33
Game load time is 1240874300.33
Game load time is 1240874300.33
Game load time is 1240874300.33

catwhowalksbyhimself

At first glance, it looks like it's trying to spawn a shield generator, but there's some kind of typo in the location position marker's name.
I am the cat that walks by himself, all ways are alike to me.

stumpy

That error may also imply that the map is missing a (perhaps standard) positional the script thinks should be there...

I'm the least expert here, but I think the note about underscores in character names was that you can avoid trouble by not having spaces in the names when you design the characters in FFEdit or wherever. Don't try putting underscores in character names in a script (EZ or otherwise) when the character doesn't have them.
Courage is knowing it might hurt, and doing it anyway. Stupidity is the same. And that's why life is hard. - Jeremy Goldberg

JLAfan2001

Have sent the hero files to the DAT files and they are in the templates tab. My understanding with the underscores is if the character is in the templates tab with an underscore eg captain_america then that is the way I should write him in EZscript. I did do that if that's correct. I also changed maps because of that spawn_object and that still didn't work. I think I need to send the script, map, files to someone and have them test it out to see if it works on their computer. New Script.log.

>>> C:\Documents and Settings\Compaq_Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod jlavengers mission1.py executed
>>> C:\Documents and Settings\Compaq_Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.py executed
! GetMapInfo
>>> C:\Documents and Settings\Compaq_Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod jlavengers mission1.py executed
manor post init
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'MP_MANOR'
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=58
storing hero_1: id_1,-58
numberStr=59
storing hero_2: id_2,-59
numberStr=60
storing hero_3: id_3,-60
numberStr=61
storing hero_4: id_4,-61
kg1 kang encounter1_villain1
sf1 starfox encounter1_ally1
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (140.0, 60.0, 1.0, 0.800000011921, (0.899999976158, 0.800000011921, 0.699999988079))
initAttribsForChar: working on hero_1 (beast)
initAttribsForChar (beast): looking at attribute disciplined
initAttribsForChar (beast): looking at attribute jumper
initAttribsForChar (beast): looking at attribute hirsute
initAttribsForChar: working on hero_2 (captain marvel)
initAttribsForChar (captain marvel): looking at attribute livinglaser
execInitAttrib: init livinglaser attribute
    on hero_2 of template custom_template_59 (captain marvel)
initAttribsForChar (captain marvel): looking at attribute flier
initAttribsForChar (captain marvel): looking at attribute fastflier
execInitAttrib: init fastflier attribute
    on hero_2 of template custom_template_59 (captain marvel)
initAttribsForChar: working on hero_3 (hawkeye)
initAttribsForChar (hawkeye): looking at attribute crack shot
initAttribsForChar: working on hero_4 (she hulk)
initAttribsForChar (she hulk): looking at attribute jumper
initAttribsForChar (she hulk): looking at attribute solid skeleton
initAttribsForChar (she hulk): looking at attribute heavy lifter
initAttribsForChar (she hulk): looking at attribute temperature control
initAttribsForChar (she hulk): looking at attribute strange visitor
initAttribsForChar: working on kg1 (kang)
initAttribsForChar (kang): looking at attribute armoured
initAttribsForChar (kang): looking at attribute levitate
initAttribsForChar (kang): looking at attribute solid skeleton
initAttribsForChar (kang): looking at attribute strange visitor
initAttribsForChar (kang): looking at attribute summoner3
execInitAttrib: init summoner3 attribute
    on kg1 of template kang (kang)
initAttribsForChar: working on sf1 (starfox)
initAttribsForChar (starfox): looking at attribute flier
initAttribsForChar (starfox): looking at attribute fast healing
initAttribsForChar (starfox): looking at attribute radioactive
initAttribsForChar (starfox): looking at attribute temperature control
initAttribsForChar (starfox): looking at attribute beautiful
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()
Game load time is 1240889928.63
C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\custom\art\library\characters\male_basic_midboots (kang)
Game load time is 1240889928.63
Game load time is 1240889928.63
C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\custom\art\library\characters\male_basic_collar69 (starfox)
Game load time is 1240889928.63
Game load time is 1240889928.63
Game load time is 1240889928.63
Game load time is 1240889928.63
C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\custom\art\library\characters\beast_alpha2
Game load time is 1240889928.63
C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\custom\art\library\characters\Captain_Marvel_II
Game load time is 1240889928.63
Game load time is 1240889928.63
C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\custom\art\library\characters\fb_amazon_muscular_tall (she-hulk)
Game load time is 1240889928.63
C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\custom\art\library\characters\Hawkeye_v2_Gren
Game load time is 1240889928.63
kg1 kang encounter2_villain1
sf1 starfox encounter2_ally1
addArrow starfoxarrow sf1 1 1
addArrow kangarrow kg1 0 1
addArrow sf1arrow sf1 1 0
Game load time is 1240889928.63
Game load time is 1240889928.63
Game load time is 1240889928.63
Game load time is 1240889928.63
m25obj_2 mech_man encounter3_minion1
m25obj_4 mech_man encounter3_minion2
m25obj_6 mech_man encounter3_minion3
m25obj_8 mech_man encounter3_minion4
m25obj_10 mech_man encounter3_minion5
m25obj_12 mech_man encounter3_minion6
m25obj_14 mech_man encounter3_minion7
m25obj_16 mech_man encounter3_minion8
m25obj_18 kang encounter3_villain1
Game load time is 1240889928.63
initAttribsForChar: working on m25obj_8 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_6 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_4 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_2 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_10 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_12 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_14 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_16 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_18 (kang)
initAttribsForChar (kang): looking at attribute armoured
initAttribsForChar (kang): looking at attribute levitate
initAttribsForChar (kang): looking at attribute solid skeleton
initAttribsForChar (kang): looking at attribute strange visitor
initAttribsForChar (kang): looking at attribute summoner3
execInitAttrib: init summoner3 attribute
    on m25obj_18 of template kang (kang)
addArrow kangarrow m25obj_18 0 1
speak('m25obj_18','SPEECH_KG_INTEROGATEME_01')
cshelper: Cutscene [cutscene] submitted for playing
cshelper: Now playing cutscene [cutscene]
Step 1 of 2
0
speakInternal
0
Step 2 of 2
cshelper: Cutscene [cutscene] has ended
Game load time is 1240889928.63
Game load time is 1240889928.63
Game load time is 1240889928.63
Game load time is 1240889928.63

M25



Can you post or pm me your revised story file?

JLAfan2001

I may have run into a big problem with the mod and any advice would be appreciated. I asked for help installing the FFX_mappack in another thread because I had trouble getting the maps to show up in FFedit. There are some maps in the mappack that I would like to use in my mod. I got it working in FFedit by pointing the primary and secondary data paths as well as the nif path to the FFX folder instead of FFvTTR. After I did that, I noticed that all the characters I had built into templates weren't there any more because I originally sent them to the FFvTTR data folder. Using Ezhero, I re-sent all the hero files to the FFX folder and they showed up in the templates of FFedit. I was happy because I had all the maps I wanted and the characters were good to go. Then the problem started. The problem is the head.nifs of some of the characters are crashing the mod when they use the talking head animations. I knew this might happen as it is explained in the instructions but all the head.nifs were working fine when the data paths were pointing to FFvTTR instead of FFX. Right now, I have the maps I'm using in the FFX folder but the characters are built in to FFvTTR with the data paths pointing there too. That takes away my map editing choices. Is there anyway to solve this short of having to find heads that work? When I convert the game to a campaign, should the data paths be pointing to FFX and not FFvTTR?

GogglesPizanno

Ideally what you should be doing is making a copy of the FFX folder naming it for whatever your mod is going be (so your mod starts out in its own folder based on FFX content). Then changing the Primary data path to your mod folder, and leaving everything else the default. Then all new content and dat modifying should be done in your mod folder. This keeps your mod self contained. By changing paths like you have you are pointing to things all over the place and chances are good that once you get it working for you, it probably wont work for anyone else.

Anyway, as for your head issue. Normally the game looks for content in the primary data path, if it doesn't find it, it then checks the secondary path (which is normally the regular game path). By changing both the primary and secondary data paths to the same folder, any heads that were being found in the main game directory, now can not be found because the secondary location is exactly the same as the primary.

This part of the mod making process can be tedious (and I think Benton went through some similar stuff early on), but at this point, it might be worth while to create a new starting mod directory and try copying/merging your stuff fresh without changing data paths etc. My fear right now is that you've got things spiderwebbed so much that it may take you more time trying to untangle what was done than to just recreate from scratch (as the EZScript missions are done and all the work really is just moving files around and configuring.)

JLAfan2001

#54
QuoteThis part of the mod making process can be tedious (and I think Benton went through some similar stuff early on), but at this point, it might be worth while to create a new starting mod directory and try copying/merging your stuff fresh without changing data paths etc. My fear right now is that you've got things spiderwebbed so much that it may take you more time trying to untangle what was done than to just recreate from scratch (as the EZScript missions are done and all the work really is just moving files around and configuring.) 


I backed up a copy of FFX before I installed the mappack so I still have the original DAT files and content. I also uninstalled and re-installed FFedit so it should be back to all the defaults. In theory, everything should be back to the way it was....in theory. If make a copy of FFX for my mod folder and do all the installing and merging of DATS there, would I be able to test my mod scripts through FFX without changing data paths? Also, the only way I was able to edit the maps to place markers was to change the data paths otherwise it wasn't working. Can I try changing the primary data path if I copy the FFX folder fresh?

JLAfan2001

QuoteEZ script doesn't work off of the hero files.  It works off of the characters that you give it.  These characters can be either built-in OR hero files, but there is no preference for one or the other.

If you have turned your hero files into built-in characters and you are using those built-in characters in the mission, then you need to use the names of the heroes as they appear in the templates tab.  Use the names with underscores in them, if they exist.  Chances are that is the problem.

I finally got the last cutscene in the first mission working (at least so far). I went back and added the underscore to all two named characters and that seemed to do the trick. However, I ran into something new. I'm using captain marvel as one of the player characters and I placed the underscore in her name like I did the others. I noticed that the cutscenes that she is in did not play. So I went back and removed the underscore and the cutscenes worked fine. I just wanted to make sure whether or not the player characters needed the underscore and if so, what's wrong with the captain marvel cutscenes?

Also, I had a problem with Kang's head.nif playing. I downloaded Renegade's head.nif and placed it in the mesh folder. It worked fine. Now kang won't attack for some reason. He just stands there and does the odd dodge. He was attacking and defending up a storm before. I know it's not the keyframes. I ran the M25AI generator, I sent his hero file to the DAT in my mod, and saved him in the FFX control centre. What could be wrong with him?

If anyone is wondering, I got the mappack and Tommyboy's avengers mansion working thanks to Goggles. At least that's some victories in this.

JLAfan2001

I'm having a problem with some of the character's head.nifs playing in the dialogue cutscenes. When they talk, their circled head is pink instead of showing the portrait. I have downloaded Renegade's head.nif and placed it in all the character folders. I pointed the animportrait in the resources tab to the location of the head.nif in my mod folder. All the characters have portraits and I generated the language files in FFedit. The heads work in other missions and on other maps (ff_base) but not the current mission that I'm working on (moon map). Why would the head work in one mission but not another? Please help.

JLAfan2001

Is there an encounter type or some other way to replace a member of your squad with an ally in game? For example I want the ally to appear in the game and have the squad chat with him. After the chat, he will replace one member of the squad while that member being replaced disappears. Then I wanted to play a brief fight encounter with the new member and have another ally appear that will replace a second member of the squad. I know we talked that the heroes can?t spawn a second time after the encounters start but I was hoping this can be done without having to go to the base screen to change characters. I?m trying to create an encounter similar to the end of the JLA/Avengers crossover where characters come and go for every time flux that occurs. Benton suggested a similar set-up below and it seems workable but I wanted some input on it too.

Story: JLAvengers
Required Characters: Hero1, Hero2, Hero3, Hero4

Encounter: Newblood
Type: Alliance
Allies: Ally1

Start Cutscene:
Hero1 is killed
Ally1 moves to Hero1
Ally1 says, "Blah."

At this point Hero1 would leave the squad and Ally1 would replace him.