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Can Someone Plz Help Me With Script- Tanks Firing


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Hey,

I have gone ahead and edited this post and removed the link, primarily because I dont want to have to many folks dwnloading the mission and having the experience spoiled and also because I think there has been enough people that have tested it already by now- thanks to you guys :thumbsup:

Christian :)

Edited by mr.pibb
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Hiya mr.pibb,

Didn't this come up once before - if the target is in a different room from the tank it won't fire? That map has some 38 Map Rooms :o Can you check that please as it will take me quite some time to look through your script and it may save me a lot of time.

One thing I noticed straight off is that you have used GroupEnable for Groups containing blocks which only have Call triggers :huh: The Call trigger is used with QueCall and RedirectIf - it is not necessary to use GroupEnable for blocks using these triggers but they do need to be in a custom group :yes:

Cheers, Jack :)

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Hiya mr.pibb,

Didn't this come up once before - if the target is in a different room from the tank it won't fire? That map has some 38 Map Rooms :o Can you check that please as it will take me quite some time to look through your script and it may save me a lot of time.

One thing I noticed straight off is that you have used GroupEnable for Groups containing blocks which only have Call triggers :huh: The Call trigger is used with QueCall and RedirectIf - it is not necessary to use GroupEnable for blocks using these triggers but they do need to be in a custom group :yes:

Cheers, Jack :)

Thank you very much Jack for taking an interest here, I am already in your debt.

Let me try to quickly describe what I have concluded through testing, Jack-

I have indeed heavily tested it with every variable I could come up with, with the target vehicle and tank in seperate rooms or in same room, and with the target vehicle teleported to a new room. The random problem exists even when the tank and the target are in the same room. :wall:

There has never been an instance where the tank 100% would not fire, regardless of the scenario :blink: , always randomly tho.

It did seem as though the probability of the tank firing increased when the tank and target were in same room tho.

Also you will notice that I split up the teleporting and the targetting plans to two seperate blocks with a 2 sec timer, it seemed to improve the firing probability there too maybe because it wasnt always registering the newly teleported vehicle when the targetting was right behind it :blink:

You will see if you test it just a few times, with everything in the same room-sooner or later even then the tank just sits there.

Yea, it had been a while since I had scripted a mission when I started on the new mod and I had forgotten that you dont have to enable a call group- just remebered that bout a week ago, thx :thumbsup:

You may already see why I have given up, I just simply have exausted all that I could think of :(

I'll be sticking close to the GR.net so anything you ask I will try to respond to quickly ,

Thanks Jack

Christian

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Would someone with some scripting savvy be willing to take a look at the mission, give it a go and maybe see if something in my script is causing the random problem? It would mean ALOT to me, aside from one of you guys helping me out here I am out of options

:ph34r: I don't know how much "savvy" I have but I would be happy to look at your mission and see what i might be able to come up with. :ph34r:

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Thanks Wookie,

Any help appreciated here. I dont want any of you guys to feel as though I am 'dumping' this problem on you, actually its me doing something I usually dont do, asking for help :whistle: (just imagine- a situation were I cannot figure it out all by myself :P )

Even if the random issue dosent get resolved, it still will be a very nice addition to the mod- being that before this if you engaged enemies near a tank when your viewable presence was anywhere outisde of its frontal peripheral vision the tank would just sit there waiting for an AT rocket up its *#$#, now chances are the tank will respond to the threat in a realistic manner.

The darn rooms in this mission have certainly made the scripting extremely difficult for the tanks firing main guns at people, the goofy thing is that I just cant 100% say that the rooms are the cause of the problem because it occurs in all possible scenarios.

Its time to semper fi and carry on for this modder. If one of you guys stumbles across the cause of the issue then I will certainly go all out and get it resolved :thumbsup: , if not- it will be as it is. :)

Good luck with that Wookie and thanks again.

Christian

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Ok, I have found some new things I am trying here that will help if not fix this problem. I just discovered GetRoom, :whistle: , that little guy will knock the complexity and size of the script down by half, I am also seeing the problem may very well be that the target vehicle absolutely must be in the same room as the location its teleported to, and the tank seems to be targetting it at near 100% success rate from any other room or distance if the target is properly teleported.

My zones for keeping the target in the same room were a miserable failure as I now see the rooms overlap each other, I thought the rooms boundries were the transitions zones shown in debug info, wrong :wall: !

Now I can perfectly query which room an actor or vehicle is within, without any prox zones by using GetRoom. :)

Thanks again for the help guys,

Christian

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I don't know if you've ever seen this from the Igor scripting refrence:

Do not use these commands (TeleportObject, TeleportAirVehicle, TeleportPlatoonToZone) to teleport between different rooms.

That's a pretty clear warning. Having said that, I do it often and get away with it :blink: It's just that if I then have problems that's the first thing to look to :thumbsup:

Sorry I haven't got back to your script yet :unsure:

Jack

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Yea, I had known about that before I had posted this help topic, but the zones I was using were not covering the rooms right(which I just discovered)- unfortunately I am now experiencing problems using the GetRoom command, for some reason the player has to be in prone position to be identified as being in the same room as the target vehicle, unbeleivable. I am going to try to put a hidden guy standing up next to the target, and try to reference that, but good grief I thought I had it :wall: !

Cya

Christian

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Beleive it or not, I have found- and fixed the problem. I have tested the change made about 40 times, from different rooms all the while, not ONCE did the tank fail to aquire its target.

Heres the sick part :blink: , the problem all along has been the team following the tank!

Somehow the ai is setup to where once a team is told to follow a tank, the tank takes on the teams behavior to a degree. After testing like a hundred times, I began to see a pattern develop. If I killed one of the followers-snap!- the tank would immediately target me, but, if I missed or pretty much ###### off those guys in any way before I killed one of em, the tank would somehow connect with their defensive behavior and never target(dont stop when shot box could be checked too, didnt matter).

Sooo, basically all of the junk in the script for teleporting in the same room is useless, the room to room teleporting hasnt once caused a fault in the new testing.

Hey guys, thanks for putting up with me during this, I am gratefull because I know how complex that script is, and I am sure Jack wanted to ring my neck when he opened the script up to look at it :blink: .

Thank God for persistence tho, and hate man for foolishness-@me.

I'm prolly gonna chill on the questions for some time, give it up to some of the others that could use the help and poke around for anything I can help with.

Thanks All, :thumbsup:

Sincerely,

Christian

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phew, that means I can go read the phone book instead :blink:

LOL

Sounds like a rain man trait, remember them at the restaraunt and the waitress comes up - Ray looks at her name tag-"Dibs Sally, Sally Dibs, 47645 crestwood, 563-2352" The Waitress-"Nice Try Boys"

:rolleyes:

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