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FFX (I think) Problem

Started by Icefox, February 05, 2013, 03:44:53 AM

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Icefox

So after a ten year venture, I return to Freedom Force... Got everything up and running quite nicely with FFX 3.3 with the exception of just one thing.   In the Dangeroom ai eneimies cannot harm one another at all  (if chosen under villains tab) and I have no idea why? The only character who seems immune is my Thor hero and yet still I have no idea why. The damage is normal  between any heroes and villans I choose but unless my villans are attacking the four heroes I choose there is no damage going on. This is very problematic under team mode, watch and ffa as these modes are where the meat of the game is at.  Any help would be greatly appreciated.

*edit* after trying a versus team mode with villans as black widow and black canary.  It has somethign to do with damage types. Bc sonics do not work. one is just a crushing w/stun while the other is a weaken wide area/stun none of her attacks work. Yet Black windows only attack that worked is her gun fire attack which is 3 shots piercing damage. I suppose that Thor also only worked because of his lightning blast attack. What could possibly be the issue here  :doh:
Umm yea something goes here right...
[img]http://hiei4.homestead.com/files/icefox500.gif[/img]

Epimethee

Welcome back, IF. Did you brand your characters using the FFX Control Centre? If yes, please post your script.log, this might help someone pinpoint the issue.
FFX add-on for FFvsTTR at ffx.freedomforce4ever.com

Icefox

Yup, not sure what the issue is. Still persists. tho Sorry for long text: I know some of these chars have invulnerable and what not that negates dmg but even chars like Blackwidow have this issue...


>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
loading datfiles version 0.256000
loading cshelper ...
Starting ffx.py v. 3.3.1 build 0; branch = main release update
Loading m25ai.py v. 3.3.0 build 3; branch = Gold v.3.3 with Patch
importing missionobjvar.py v1.20
importing MLOG Reader 1.0.23
Starting General Utilities 1.0.1
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Rumble Room play.
Loading m25cutscene.py v.3.3.08 January 18, 2010
CustomHeadCurrentTime 1360657966.660000
Starting Height Check module 1.4
Starting System Utilities 1.5
OBJECTS_HEIGHT: 604 entries
NIF_OBJECTS: 482 entries
BUILDINGS_IN_OBJECTS_DAT: 30 entries
BUILDING_DIMENSIONS: 30 entries
Starting skXMapInfo.py  v 0.79 beta
skXMapInfo: m25ai available
Loading m25aiopt.py v.3.2.0 final; branch = swingman 4
FFX Mission Plugin 'firehydrant' imported
FFX Mission Plugin 'zombie' imported
Loading freeroam_keepbuildingdamage.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'freeroam_keepbuildingdamage' imported
FFX Mission Plugin 'm25ai_lowjumper' imported
FFX Mission Plugin 'm25ai_realitymanipulation' imported
FFX Mission Plugin 'cutscene_power' imported
Loading     m25enc_OPENDOOR.py v.1.0.0 build 0; branch = main
Loading m25enc.py v.3.3.09 Feb 2, 2010
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')
ffx3\Missions\Scripts\sk.py importing FFX
ffx3\Missions\Scripts\sk.py loaded
>>> C:\Users\Midnight Rob\AppData\Local\Irrational Games\Freedom Force vs the 3rd Reich\temp\cM25 Skirmish Team Mode.py executed
>>> C:\Users\Midnight Rob\AppData\Local\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.py executed
>>> C:\Users\Midnight Rob\AppData\Local\Irrational Games\Freedom Force vs the 3rd Reich\temp\cM25 Skirmish Team Mode.py executed
>>> OnReceiveSelectedEnemies(('custom_vil_0', '------------', 'custom_vil_1', '------------', 'custom_vil_2', 'custom_vil_3', 'custom_vil_4', ))
SkirmishSpawnEnemy: custom_vil_0 (Juggernaut , 1280)
SkirmishSpawnEnemy: custom_vil_1 (Hulk, 1278)
SkirmishSpawnEnemy: custom_vil_2 (Superman, 1248)
SkirmishSpawnEnemy: custom_vil_3 (Wonder Woman, 1251)
SkirmishSpawnEnemy: custom_vil_4 (Martian Manhunter, 1244)
! GetMapInfo
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'MP_CITY'
initialising FFX: skirmish=1
mapinfocaliper3 is not a valid explosion object
mapinfocaliper1 is not a valid explosion object
mapinfocaliper0 is not a valid explosion object
mapinfocaliper2 is not a valid explosion object
numberStr=48
storing hero_0: id_1,-48
numberStr=49
storing hero_1: id_2,-49
numberStr=50
storing hero_2: id_3,-50
numberStr=51
storing hero_3: id_4,-51
team1 leader set
team2 leader set
team3 leader set
team4 leader set
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 hero_1 (Storm )
initAttribsForChar (Storm ): looking at attribute ffqnimbleflier
execInitAttrib: init ffqnimbleflier attribute
    on hero_1 of template custom_template_49 (Storm )
initAttribsForChar (Storm ): looking at attribute weathercontrol
execInitAttrib: init weathercontrol attribute
    on hero_1 of template custom_template_49 (Storm )
initAttribsForChar (Storm ): looking at attribute flier
initAttribsForChar (Storm ): looking at attribute icecontrol
execInitAttrib: init icecontrol attribute
    on hero_1 of template custom_template_49 (Storm )
initAttribsForChar (Storm ): looking at attribute focus
initAttribsForChar: working on custom_vil_1_2 (Hulk)
initAttribsForChar (Hulk): looking at attribute painresponse
execInitAttrib: init painresponse attribute
    on custom_vil_1_2 of template custom_vil_1 (Hulk)
initAttribsForChar (Hulk): looking at attribute trueinvulnerability20
execInitAttrib: init invulnerable3 attribute inside ['trueinvulnerability20', 'invulnerable3', 'grimresolve'] combo
    on custom_vil_1_2 of template custom_vil_1 (Hulk)
execInitAttrib: init grimresolve attribute inside ['trueinvulnerability20', 'invulnerable3', 'grimresolve'] combo
    on custom_vil_1_2 of template custom_vil_1 (Hulk)
initAttribsForChar (Hulk): looking at attribute toughguy2
execInitAttrib: init toughguy2 attribute
    on custom_vil_1_2 of template custom_vil_1 (Hulk)
inittoughguy2: char=<custom_vil_1_2>
inittoughguy2: initializing for custom_vil_1_2
initAttribsForChar (Hulk): looking at attribute density control
initAttribsForChar (Hulk): looking at attribute superhealer
execInitAttrib: init superhealer attribute
    on custom_vil_1_2 of template custom_vil_1 (Hulk)
initAttribsForChar: working on custom_vil_4_5 (Martian Manhunter)
initAttribsForChar (Martian Manhunter): looking at attribute masscontrol
execInitAttrib: init masscontrol attribute
    on custom_vil_4_5 of template custom_vil_4 (Martian Manhunter)
initAttribsForChar (Martian Manhunter): looking at attribute phasing
execInitAttrib: init phasing attribute
    on custom_vil_4_5 of template custom_vil_4 (Martian Manhunter)
initAttribsForChar (Martian Manhunter): looking at attribute superhuman
execInitAttrib: init vulnerability attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
    on custom_vil_4_5 of template custom_vil_4 (Martian Manhunter)
execInitAttrib: init invulnerable2 attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
    on custom_vil_4_5 of template custom_vil_4 (Martian Manhunter)
execInitAttrib: init acrobatic attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
    on custom_vil_4_5 of template custom_vil_4 (Martian Manhunter)
execInitAttrib: init telepathy attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
    on custom_vil_4_5 of template custom_vil_4 (Martian Manhunter)
execInitAttrib: init flier attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
    on custom_vil_4_5 of template custom_vil_4 (Martian Manhunter)
initAttribsForChar (Martian Manhunter): looking at attribute disciplined
initAttribsForChar (Martian Manhunter): looking at attribute strange visitor
initAttribsForChar: working on hero_0 (Thor)
initAttribsForChar (Thor): looking at attribute flier
initAttribsForChar (Thor): looking at attribute combatskill2
execInitAttrib: init combatskill2 attribute
    on hero_0 of template custom_template_48 (Thor)
initAttribsForChar (Thor): looking at attribute toughguy2
execInitAttrib: init toughguy2 attribute
    on hero_0 of template custom_template_48 (Thor)
inittoughguy2: char=<hero_0>
inittoughguy2: initializing for hero_0
initAttribsForChar (Thor): looking at attribute trueinvulnerability20
execInitAttrib: init invulnerable3 attribute inside ['trueinvulnerability20', 'invulnerable3', 'grimresolve'] combo
    on hero_0 of template custom_template_48 (Thor)
execInitAttrib: init grimresolve attribute inside ['trueinvulnerability20', 'invulnerable3', 'grimresolve'] combo
    on hero_0 of template custom_template_48 (Thor)
initAttribsForChar (Thor): looking at attribute weathercontrol
execInitAttrib: init weathercontrol attribute
    on hero_0 of template custom_template_48 (Thor)
initAttribsForChar: working on custom_vil_3_4 (Wonder Woman)
initAttribsForChar (Wonder Woman): looking at attribute solid skeleton
initAttribsForChar (Wonder Woman): looking at attribute strongflier
execInitAttrib: init fastflier attribute inside ['strongflier', 'fastflier', 'heavylifter'] combo
    on custom_vil_3_4 of template custom_vil_3 (Wonder Woman)
execInitAttrib: init heavylifter attribute inside ['strongflier', 'fastflier', 'heavylifter'] combo
    on custom_vil_3_4 of template custom_vil_3 (Wonder Woman)
initAttribsForChar (Wonder Woman): looking at attribute flier
initAttribsForChar (Wonder Woman): looking at attribute combatskill2
execInitAttrib: init combatskill2 attribute
    on custom_vil_3_4 of template custom_vil_3 (Wonder Woman)
initAttribsForChar (Wonder Woman): looking at attribute trueinvulnerability15
execInitAttrib: init invulnerable2a attribute inside ['trueinvulnerability15', 'invulnerable2a', 'grimresolve'] combo
    on custom_vil_3_4 of template custom_vil_3 (Wonder Woman)
execInitAttrib: init grimresolve attribute inside ['trueinvulnerability15', 'invulnerable2a', 'grimresolve'] combo
    on custom_vil_3_4 of template custom_vil_3 (Wonder Woman)
initAttribsForChar: working on custom_vil_2_3 (Superman)
initAttribsForChar (Superman): looking at attribute blitzkrieg
initAttribsForChar (Superman): looking at attribute superhuman
execInitAttrib: init vulnerability attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
    on custom_vil_2_3 of template custom_vil_2 (Superman)
execInitAttrib: init invulnerable2 attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
    on custom_vil_2_3 of template custom_vil_2 (Superman)
execInitAttrib: init acrobatic attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
    on custom_vil_2_3 of template custom_vil_2 (Superman)
execInitAttrib: init telepathy attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
    on custom_vil_2_3 of template custom_vil_2 (Superman)
execInitAttrib: init flier attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
    on custom_vil_2_3 of template custom_vil_2 (Superman)
initAttribsForChar (Superman): looking at attribute strongflier
execInitAttrib: init fastflier attribute inside ['strongflier', 'fastflier', 'heavylifter'] combo
    on custom_vil_2_3 of template custom_vil_2 (Superman)
execInitAttrib: init heavylifter attribute inside ['strongflier', 'fastflier', 'heavylifter'] combo
    on custom_vil_2_3 of template custom_vil_2 (Superman)
initAttribsForChar (Superman): looking at attribute toughguy2
execInitAttrib: init toughguy2 attribute
    on custom_vil_2_3 of template custom_vil_2 (Superman)
inittoughguy2: char=<custom_vil_2_3>
inittoughguy2: initializing for custom_vil_2_3
initAttribsForChar (Superman): looking at attribute ffqresilient
execInitAttrib: init ffqresilient attribute
    on custom_vil_2_3 of template custom_vil_2 (Superman)
initAttribsForChar: working on custom_vil_0_1 (Juggernaut )
initAttribsForChar (Juggernaut ): looking at attribute boost2
execInitAttrib: init boost2 attribute
    on custom_vil_0_1 of template custom_vil_0 (Juggernaut )
initAttribsForChar (Juggernaut ): looking at attribute untouchable
initAttribsForChar (Juggernaut ): looking at attribute density control
initAttribsForChar (Juggernaut ): looking at attribute toughguy2
execInitAttrib: init toughguy2 attribute
    on custom_vil_0_1 of template custom_vil_0 (Juggernaut )
inittoughguy2: char=<custom_vil_0_1>
inittoughguy2: initializing for custom_vil_0_1
initAttribsForChar (Juggernaut ): looking at attribute trueinvulnerability20
execInitAttrib: init invulnerable3 attribute inside ['trueinvulnerability20', 'invulnerable3', 'grimresolve'] combo
    on custom_vil_0_1 of template custom_vil_0 (Juggernaut )
execInitAttrib: init grimresolve attribute inside ['trueinvulnerability20', 'invulnerable3', 'grimresolve'] combo
    on custom_vil_0_1 of template custom_vil_0 (Juggernaut )
initAttribsForChar: working on hero_3 (thing )
initAttribsForChar (thing ): looking at attribute tough guy
initAttribsForChar (thing ): looking at attribute extra heroic
initAttribsForChar (thing ): looking at attribute trueinvulnerability15
execInitAttrib: init invulnerable2a attribute inside ['trueinvulnerability15', 'invulnerable2a', 'grimresolve'] combo
    on hero_3 of template custom_template_51 (thing )
execInitAttrib: init grimresolve attribute inside ['trueinvulnerability15', 'invulnerable2a', 'grimresolve'] combo
    on hero_3 of template custom_template_51 (thing )
initAttribsForChar (thing ): looking at attribute ffqresilient
execInitAttrib: init ffqresilient attribute
    on hero_3 of template custom_template_51 (thing )
initAttribsForChar (thing ): looking at attribute solid skeleton
initAttribsForChar: working on hero_2 (Wolverine )
initAttribsForChar (Wolverine ): looking at attribute regenerativeplus
execInitAttrib: init superhealer attribute inside ['regenerativeplus', 'superhealer', 'fasthealing'] combo
    on hero_2 of template custom_template_50 (Wolverine )
execInitAttrib: init fasthealing attribute inside ['regenerativeplus', 'superhealer', 'fasthealing'] combo
    on hero_2 of template custom_template_50 (Wolverine )
initAttribsForChar (Wolverine ): looking at attribute claws
initAttribsForChar (Wolverine ): looking at attribute solid skeleton
initAttribsForChar (Wolverine ): looking at attribute ffqgymnast
execInitAttrib: init nimble attribute inside ['ffqgymnast', 'nimble', 'acrobatic', 'superleaper', 'ffqlowjumper'] combo
    on hero_2 of template custom_template_50 (Wolverine )
execInitAttrib: init acrobatic attribute inside ['ffqgymnast', 'nimble', 'acrobatic', 'superleaper', 'ffqlowjumper'] combo
    on hero_2 of template custom_template_50 (Wolverine )
execInitAttrib: init superleaper attribute inside ['ffqgymnast', 'nimble', 'acrobatic', 'superleaper', 'ffqlowjumper'] combo
    on hero_2 of template custom_template_50 (Wolverine )
execInitAttrib: init ffqlowjumper attribute inside ['ffqgymnast', 'nimble', 'acrobatic', 'superleaper', 'ffqlowjumper'] combo
    on hero_2 of template custom_template_50 (Wolverine )
initAttribsForChar (Wolverine ): looking at attribute ffqtracking
execInitAttrib: init ffqtracking attribute
    on hero_2 of template custom_template_50 (Wolverine )
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()
2
1
2
1
strengthThroughPain: attackBonus=1
setting off timer
2
1
decayStrength(custom_vil_1_2): attackBonus=1
resetting bonus
decayStrength(custom_vil_1_2): attackBonus=0
resetting bonus
GetCharacterData: called on non-character _impobj_119, template=pat_fire_hydrant
GetCharacterData: called on non-character _impobj_119_fh, template=ffx_target
GetCharacterData: called on non-character mobj_60, template=projectile_standin
Umm yea something goes here right...
[img]http://hiei4.homestead.com/files/icefox500.gif[/img]

Fronkenhonk

I have noticed that if you have attacks with the "enemies only" box checked this kind of problem occurs. Buddies then do no damage too enemies.


Fronkenhonk

Epimethee

No problem that I can see in the script.log. Fronkenhonk might have found it though.  (The way Irrational coded the team detection allows for only two sides. Using more than two is a hack and consequently suffers from a few limitations like this.)
FFX add-on for FFvsTTR at ffx.freedomforce4ever.com

Icefox

Quote from: Fronkenhonk on February 13, 2013, 06:42:37 AM
I have noticed that if you have attacks with the "enemies only" box checked this kind of problem occurs. Buddies then do no damage too enemies.


Fronkenho
Omg thank you!,  That would probably make  the most sense as as I think about it my character Thor lightning strike attack isn't marked enemies only.  This was not a problem as FF1 so I never would have considered it for FFVtR. Bah, now I have to redo so many characters over T_T and fix them in a way so their attacks aren't  accidently damaging one another.. Bah.
Umm yea something goes here right...
[img]http://hiei4.homestead.com/files/icefox500.gif[/img]

Fronkenhonk

No problem. Glad to be of help.


Fronkenhonk