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OleGreyGhost

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  1. OK. Will do when she finishes her ordeal. Ran out of time for today. Have to be out of the house by 0615. I look on the good side of it. No bloodshot code reading eyes & a little bit more shuteye. I'll give you a yell when I return to the grid. OleGreyGhost
  2. Davros, In regards to your question, Yes. I will give it a try. But I want to advise you, I know nothing about HTML I did an excerpt of the vehicle video which I will try to get into the wiki tonight. If I am not successful, it will have to wait about four days. I have to go off the grid for my wife. At some point It will get in there. Cheers, OleGreyGhost P.S. I didn't receive any e-mail notifying me that editor rights were granted, or log-in id. OleGreyGhost
  3. Davros, Again you come to the rescue . Added the start time and now vehicle moves and can be destroyed. Legacy, that was a nice catch on the start_time . Saved me a couple of hours of reading. From what I can see in the above code, both the "ActivateVehicle & OrderTank" elements have a start_time, therefore making it mandatory in the other element. By our omitting a start_time for the "MakeAttachable" element, this paused the script, not allowing the move order to be acted upon. I do remember "now" reading in one of the older posts here that if something doesn't work to make sure there is a start_time attribute included. Cheers, OleGreyGhost
  4. Hi all, Decided to experiment with the wiki script by placing a "c4 charge" on the vehicle after enemy killed. <element type="MakeAttachable" attach="true" vehicle_id="panhard01" bomb_type="press_x"/> I have even tried the variant: <element type="MakeAttachable" attach="true" vehicle_id="panhard01"/> This was placed in the start mission event after the "ActivateVehicle" element. Mission loads OK. Can interact with enemy . Vehicle spawns with crew & passengers. But the vehicle will not move from the spawn location to the unload location. When you walk up to the vehicle the "press x" to place c4 does not appear, therefore you can't place the charge. Instructions in chapter 9 were simple enough. Can't seem to figure it out. Any help will be greatly appreciated. OleGreyGhost
  5. Dav, You were correct in your assessment of my original mission.xml. It turns out that a combination of the human ai.gph and the drop-off location were both too small. Probably three or four vehicle lengths past the location would work, just so they have enough room to interact with the ai.gph. I noticed when I purposely placed a Mex unit on the map they just stay where you place them. Also with the snipers, when shot at they just move back and forth. I think this has something to do with the size of their guard area when you initially place them on the map. Empty shell casings work great for me. Once you get your info you can place as many as you want to show the ferocity of the combat. I'll give it a shot. But I'm still learning how to get around this site. Enjoy your trip. Would probably be quicker if you if you borrowed the Tardis. Catch you on the return. OleGreyGhost
  6. Dav, Great news. Vehicle now shows up on the unload location. All working as programmed in the mission.xml. These are the steps I took after reading your instructions. 1. I extended the human ai.gph to the intersection where the vehicle was to turn. I reviewed the video and observed the graph exteded past the unload location a good distance but did not go around the corner to your vehicle. It appears that as long as you make enough room behind the vehicle for the passengers to exit it should be OK. 2. Just as you described. I placed one node before the intersection, second node pointing in the direction I wanted the vehicle to turn & the last completing the rough curve. 3. The unload location was tricky. It seems if I set the location, then place the last node where I think the center of the location is, when I go back to the location menu to double check, the editor crashes. So I tried a different approach. I increased the size of the location, placed a prop where I thought the center was located, and then placed the last node. Fired up the server, walked down the block, and there was the vehicle waiting for me, with the passengers unloaded. It feels good to see the the game behave the way you planned My intention was to be able to watch the vehicle approach & unload the passengers. So now it is just a matter of tweaking the start time and/or the speed to have the vehicle follow the script. Or I could use one of the other triggers to better control the delay, then the speed/time to fine tune the action.. Thanks for all your assistance. Keep up the great work. OleGreyGhost.
  7. Dav, 1. I remember the way you did the video, looping the human ai.gph around the block. The vehicle ai.gph was set up. But I did not realize they had to be completely intertwined together. Will go back tomorrow and watch the video again. 2. I was going to, but I remembered your instruction in the video not to put too many nodes too close together. At least this clarifies my ignorance. 3. I'll try tweaking the co-ordinates in the xml file. Switching menus and returning to the map gives my old peepers a probem. Will have to use a prop in the future. It's not my legs, just the grunts. But will take your suggestion to heart. Have to put this to bed for now. Will let you know how it works out. (as long as I don't screw something else up) I really appreciate your assistance. OleGreyGhost
  8. Dav, Your itinerary sounds like mine. Better half keeps me hopping. Take your time. I'll try to fit in some more reading time with the scripting manual to see if I can find what I screwed up. Hope the new video pertains to helicopters!! Cheers, OleGreyGhost
  9. Dav, File is uploaded. Appreciate your time and effort. OleGreyGhost.
  10. Davros, Here is the correction to the script. It was like you said, I used the closing tag in the wrong place. <!--Start the first trigget location, activate vehicle, a trigger for group01 dying and for the objectives complete/end of game trigger--> <element type="StartTrigger" name="t_loc_trig01" start_time = "1"/> <element type="StartTrigger" name="t_patrol01_dead" start_time = "2"/> <element type="StartTrigger" name="t_objectives_complete" start_time = "10"/> <element type="ActivateVehicle" vehicle_id="panhard01"start_time="0.5"/> <element type="OrderCar" vehicle_id="panhard01" order="move" position="9048 -7820 362" speed=".6" start_time="1"/> <element type="StartTrigger" name="t_panhard01_unload" preserved="false"/> <!--DEBUG CODE - Useful for making the ghost invisible/tough for testing the mission <element type="AlterGroupStats" player_type="team_a" invisible="true" max_health="5000" health="5000" start_time="15"/> <!--DEBUG CODE - REMOVE--> </event> <!--Reinforcements unload--> <trigger name="t_panhard01_unload" interval="2.0" preserved="false"> <condition type="UnitInLocation" location="loc_panhard01_unload" vehicle_id="panhard01" equal="1"/> <event name="e_dropoff01"/> </trigger> <event name="e_dropoff01"> <element type="ExitPassengers" vehicle_id="panhard01"/> </event> <!--Location 01 ============--> The vehicle now appears in the game with the crew & passengers, as it did when I originally used the location trigger. It spawns into the correct location as set up in the editor. Then it just sits there. The vehicle will not move to the unload location. I triple checked everything in the editor and script. Vehicle co-ordinates - 13015 -6084 369 start node for ai.gph - 12962 -6432 362 unload co-ordinates - 9048 -7820 362 ending node - 9133 --6432 366 Any thoughts will be greatly appreciated. Cheers, OleGreyGhost
  11. Davros, Yes, having the event tags closed before starting another event does make sense. Sort of like putting a period at the end of a sentence. Would love to chat, but do not have that capability. As you can see, I am probably not using the quote capability here incorrectly. But I do notice formatting bar at the top of this window. But now this brings up another question. Originally when I typed in the vehicle code, I placed the three elements ( ActivateVehicle, OrderCar & StartTrigger ) inside trigger01 section. The rest of the code was placed as a block further down. I did this so I could see the vehicle approach and unload. This did not cause the editor to crash. The vehicle actually appeared in the game, with the crew and passengers. Only it just sat there. The vehicle did not go to the unload location. That is how I got to the version of the code in this post. I went back to the basics. Follow instructions. Will go and correct the tag placement now and let you know how I made out. Cheers, OleGreyGhost
  12. Davros, Thanks for the quick reply. I use Notepad++ to type in the code , has a magnifier, and XML Marker to check for errors. XML marker does not reveal any errors with the code in the previous post. I believe the Start Mission has the proper closing tag. I did notice an anomaly where { interval="2.0" } was typed in. Other entries had the { interval="2" }. Changed it to that and still received the CTD. After posting I noticed the trigger had as the last attribute { preserved="false" }. Shouldn't there be an attribute for a { start_time="value" }. That is the only other thing I can think of with my limited knowledge of XML. Cheers. OleGreyGhost P.S. Like the new format to the Wiki frontpage. A positive step forward. OGG Davros, I apologize. I see what you mean about the event closing tag. In other words all triggers must be outside the start mission event. Only the start triggers should be inside the start mission event. OGG
  13. Hi all, Hope someone can figure out why the vehicle code causes the game to CTD. Here is a copy of the mission.xml. <?xml version="1.0" encoding="ISO-8859-1"?> <mission_script> <xi:include href = "/data/levels/common/common.xml#xpointer(/common/*)"/> <xi:include href = "/data/levels/common/coop_ranks_ogr_quarry.xml"/> <xi:include href = "/data/levels/common/coop_rules.xml"/> <!--Set up for the game ==================--> <event name = "start_mission"> <!--Environment variables wind, smoke etc--> <element type = "SetWindEnable" value = "true" start_time = "2"/> <element type = "SetWindDirection" degrees = "90" variation = "30" time = "5" start_time = "4"/> <element type = "SetWindTilt" degrees = "-5" variation = "15" time = "8" start_time = "6"/> <element type = "SetWindSpeed" unit = "beaufort" speed = "2" variation = "2" time = "7" start_time = "3"/> <element type = "SetSpawnLocation" location = "coop_spawn" side = "1" set = "true"/> <!--Start the first trigget location, activate vehicle, a trigger for group01 dying and for the objectives complete/end of game trigger--> <element type="StartTrigger" name="t_loc_trig01" start_time = "1"/> <element type="StartTrigger" name="t_patrol01_dead" start_time = "2"/> <element type="StartTrigger" name="t_objectives_complete" start_time = "10"/> <element type="ActivateVehicle" vehicle_id="panhard01"start_time="0.5"/> <element type="OrderCar" vehicle_id="panhard01" order="move" position="9048 -7820 362" speed=".6" start_time="1"/> <element type="StartTrigger" name="t_panhard01_unload" preserved="false"/> <trigger name="t_panhard01_unload" interval="2.0" preserved="false"> <condition type="UnitInLocation" location="loc_panhard01_unload" vehicle_id="panhard01" equal="1"/> <event name="e_dropoff01"/> </trigger> <event name="e_dropoff01"> <element type="ExitPassengers" vehicle_id="panhard01"/> </event> </event> <!--Location 01 ============--> <trigger name="t_loc_trig01" interval="2" preserved="false"> <condition type="UnitInLocation" location="loc_trig01" player_type="team_a" greater_than="0"/> <event name="e_loc_trig01"/> </trigger> <event name="e_loc_trig01"> <element type="StopTrigger" name="t_loc_trig01"/> <!--Activate the enemy soldiers--> <element type="ActivateGroup" group_id="patrol01"/> <element type="ActivateGroup" group_id="sniper01"/> <!--Actvate trigger location messages--> <element type="ShowMessage" msg="Watch out for enemy patrols." kind="splash" start_time="0"/> <element type="StartTrigger" name="t_loc_trig02" start_time="4"/> </event> <!--Location 02 ============--> <trigger name="t_loc_trig02" interval="2" preserved="false"> <condition type="UnitInLocation" location="loc_trig02" player_type="team_a" greater_than="0"/> <event name="e_loc_trig02"/> </trigger> <event name="e_loc_trig02"> <element type="StopTrigger" name="t_loc_trig02"/> <element type="ShowMessage" msg="Enemy patrols ahead..!!!" kind="splash" start_time="0" /> </event> <!--patrol01 all dead ========================--> <trigger name="t_patrol01_dead" interval="2" preserved="false"> <condition type="SoldiersKilled" group_id="patrol01" amount="all"/> <event name="e_patrol01_dead"/> </trigger> <event name="e_patrol01_dead"> <element type="ShowMessage" msg="You killed group01 - now extract!" kind="splash" start_time="0"/> <element type="StopTrigger" name="t_patrol01_dead"/> </event> <!--Extraction/End of Game ========================--> <!--Check to see if players are all in extract location and if so, call e_win to complete the game--> <trigger name="t_objectives_complete" interval="1" preserved="false"> <condition type="UnitInLocation" location="loc_extraction" player_type="team_a" amount="all"/> <event name="e_win"/> </trigger> <!--Complete the game--> <event name="e_win"> <element type="ShowMessage" msg="Well done ghosts - You won!" kind="splash" start_time="0"/> <element type="EndRound" winner_side="1" reason="Well done ghosts - Let's go home!" start_time="2"/> </event> <gametype_info name="enemies_to_kill" value="1"/> </mission_script> And this is the error I am receiving from the crash log. Crash in application version: 30621.2989 data\lib\managers\worldmanager.dsf(-1): No logic named t_panhard01_unload SCRIPT STACK: data\lib\managers\worldmanager.dsf(0) data\lib\managers\eventmanager.dsf(0) data\lib\managers\eventmanager.dsf(0) data\lib\managers\eventmanager.dsf(0) data\lib\managers\eventmanager.dsf(0) data\lib\managers\eventmanager.dsf(0) data\lib\managers\eventmanager.dsf(0) data\lib\managers\worldmanager.dsf(0) data\lib\script_network\gametype\gametype.dsf(0) data\lib\script_network\gametype\gametype.dsf(0) data\lib\script_network\gametype\gametypecustom.dsf(0) data\lib\script_network\gametype\gametypecustom.dsf(0) data\lib\script_network\networkmanager.dsf(0) data\lib\script_network\networkmanager.dsf(0) data\lib\setups\setup.dsf(0) data\level\level.dsf(0) Renderer: normal Physics : threaded Where the crash log refers to "t_panhard01_unload" in the start trigger that name is referenced in the trigger section. From what I can see there aren't any typos. So this immediately puts the code over my head. Not hard, as this is my first foray into XML. Up to this point I didn't have any problems following the wiki instructions. Everything functioned well. Other than typos or forgetting to close a tag now and then, my typing skills are atrocious, the wiki is a piece of cake. It brings together Wolfsongs' excellent tutes in any easy visual hands on manner. Kudos to Davros. Any help will be greatly appreciated. Sincerely OleGreyGhost
  14. Davros, Thanks for your quick response. Now I see I read too much into the role of the player spawn. This stuff is like a foreign language. This is going to be a long, hopefully fun, slow process. I am aware of the wiki and have been looking over the info. It is very well done. So far most of my questions were explained in previous posts. But I am sure I'll be back with others. Sincerely, OleGreyGhost
  15. Hi, I am attempting to learn mission scripting using Wolfsongs' tutorial, "Scripting for Beginners". That's me. I created the map in the editor with some buildings. (Loads ok). Placed a location and human group. The world.xml updated fine. I then created the script in mission.xml and updated the path in worldinfo.xml. Every thing loads fine. When I use the spawn player key, he enters the map. When he walks into the trigger area, the enemy group does "not" appear. I triple checked everything; spelling, naming & closing tags. I can't seem to find the error. Or am I wrong in my assumptiom of using the spawn player to test the trigger in the editor? Any help will be greatly appreciated. Sincerely, OleGreyGhost.
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