Dennis_08 Posted August 19, 2007 Share Posted August 19, 2007 hi there all, just a simple question. I build up a smal coop-map ([GR]) to try some scripting. The problem is, that everything works fine until you have to select a class in coop-mod. I red about ranks in the tutorial and put these lines to my mission.xml <?xml version="1.0" encoding="ISO-8859-1"?> <mission_script name="coop"> <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"/> the game starts, i find my "test-map" in the mp-section and everything works fine until you have to select a class (sniper, .... ) then i see no classes to chose would be great to get a smal "wink" thanks in advance Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted August 19, 2007 Share Posted August 19, 2007 I've seen others posting about the same problems, but haven't gotten any response on how their files looks. This is strange indeed. I don't know right now actually. Quote Link to comment Share on other sites More sharing options...
Dennis_08 Posted August 19, 2007 Author Share Posted August 19, 2007 Thank you Wolfsong for this "blitz" reaction until now i am not able to solve this problem. mission.xml is: <?xml version="1.0" encoding="ISO-8859-1"?> <mission_script name="coop"> <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"/> <trigger name="enemy_area01_trigger" interval="0.3"> <condition type="UnitInLocation" location="location01" player_type="campaign_team" amount="1"/> <event name="show_panhard"/> </trigger> <event name="start_game"> <element type="StartTrigger" name="enemy_area01_trigger" start_time="1.0"/> </event> <event name="show_panhard"> <element type="ActivateVehicle" vehicle_id="pan01" start_time="0.1"/> <element type="OrderCar" vehicle_id="pan01" order="move" position="1900,1700,0" start_time="15"/> </event> <gametype_info name="enemies_to_kill" value="12"/> </mission_script> world_info.xml is: <?xml version="1.0" encoding="UTF-8"?> <world_info name="test1" mission_time="day"> <world path="world.xml"> </world> <mission_script path="mission.xml"> </mission_script> <environments path="/data/levels/global_environments.xml"/> <massunits path="massunit.bin"/> <texture_scope path="texture_scope.xml"/> <extra_coverpoints path="coverpoints.xml"/> <graph name="coarse" path="ai_coarse.gph"/> <graph name="main" path="ai.gph"/> <world_info path="/data/levels/common/coop_settings.xml" type="coop"> </world_info> </world_info> Do you need some more "file-prints" ore any other information ?? please be lenient about my bad english and thank you again Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted August 19, 2007 Share Posted August 19, 2007 This is really strange. I can't see any problems with it. If you pack up your custom level folder and send it to me, PM should work, I'll take a closer look at it and do some test runs. Quote Link to comment Share on other sites More sharing options...
Dennis_08 Posted August 19, 2007 Author Share Posted August 19, 2007 I'm sorry Wolfsong, but in this forum yet i am not able to send you files. PM is like a "catch22" for me. It sounds silly, but i need a small guide. Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted August 19, 2007 Share Posted August 19, 2007 I'm sorry Wolfsong, but in this forum yet i am not able to send you files. PM is like a "catch22" for me. It sounds silly, but i need a small guide. Then send it to WolfsongMods@Hotmail.com Quote Link to comment Share on other sites More sharing options...
Evilducky Posted August 19, 2007 Share Posted August 19, 2007 grr.. I had this problem before too now that I think of it. I fixed it too but I cant remember how I did it. Ill work on it when I get home. Quote Link to comment Share on other sites More sharing options...
Evilducky Posted August 19, 2007 Share Posted August 19, 2007 Dennis. Heres a working world_info.xml and a working mission.xml. world_info.xml <?xml version="1.0" encoding="UTF-8"?> <world_info name="the_cut" mission_time="day"> <world path="world.xml"> </world> <mission_script path="mission.xml"> </mission_script> <environments path="environments.xml"/> <massunits path="massunit.bin"/> <sound environment="street"> <soundbank name="ambience_shanty_war_sound" type="ambient"/> <soundbank name="mission04_sound"/> <soundbank name="music_act01_sound"/> </sound> <texture_scope path="texture_scope.xml"/> <texture name="loading" texture="data/textures/atlas_gui/mission_gfx/load_mp_ogr" uv_rect="0,0,2048,1080" width="2048" height="2048"/> <texture name="minimap" texture="/data/textures/gui/the_cut_minimap" uv_rect="0,0,877,1024" width="1024" height="1024"/> <graph name="main" path="ai.gph"/> <border name="minimap" min_x="-22096.729" min_y="-23903.031" max_x="17312.266" max_y="22090.539"/> <world_info path="/data/levels/common/coop_settings.xml" type="coop"> </world_info> </world_info> That world one should look VERY similar to yours, so change the one thing thats alittle off(I bolded the parts for you but I dont think that will really make a difference. I would do it just for the sake of it though.) mission.xml <?xml version="1.0" encoding="ISO-8859-1"?> <mission_script> <xi:include href="/data/levels/common/common.xml#xpointer(/common/*)"/> <mission_script name="coop" type="once"> <xi:include href="/data/levels/common/coop_ranks.xml"/> <xi:include href="/data/levels/common/coop_rules.xml"/> <event name="start_mission"> <element type="AllowSpawn" side="1" when="always" after_start="true" start_time="3" /> <element type="StartTrigger" name="docks_enterance" start_time="1.0" /> </event> <trigger name="docks_enterance" interval="1" preserved="false"> <condition type="UnitInLocation" location="docks" player_type="team_a" amount="1"/> <event name="docks"/> </trigger> <event name="docks"> <element type="ActivateGroup" group_id="docks" start_time="1.0"/> <element type="StartTrigger" name="t_win" preserved="false" start_time="6"/> </event> <trigger name="t_win" interval="1" preserved="false"> <condition type="UnitInLocation" location="win_zone" player_type="team_a" amount="1"/> <event name="e_win"/> </trigger> <event name="e_win"> <element type="EndRound" winner_side="1" reason="Mission Accomplished - all objectives completed" start_time="5" /> </event> <gametype_info name="enemies_to_kill" value="12"/> </mission_script> </mission_script> The first thing that looks alittle off from your script is that first bold. I think that rank is for the quarry map only? I could be wrong. Also, the most important part that you forgot is the second line that is in bold letters. Without that you wont spawn. So make those little changes, try it and report back to us. Good luck and hope that helps Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted August 20, 2007 Share Posted August 20, 2007 The first thing that looks alittle off from your script is that first bold. I think that rank is for the quarry map only? I could be wrong. Also, the most important part that you forgot is the second line that is in bold letters. Without that you wont spawn. So make those little changes, try it and report back to us. Good luck and hope that helps I don't think those should change anything. The environment path is the path to the default environment. The spawn setup is done in the coop_rules.xml as long as the location is named right. And the quarry ranks are not restricted to the quarry level, they just have the RPG kit. Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted August 20, 2007 Share Posted August 20, 2007 Ok. I found the error. I had and idea yesterday, but now I've tested it and found out what's wrong. You must have a general "mission_script" tag surrounding the entire script. You only have a "coop" specific tag, which ain't enough as you have 2 "world_info" tags in your world_info.xml. This is what you had: <mission_script name="coop"> <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"/> <trigger name="enemy_area01_trigger" interval="0.3"> <condition type="UnitInLocation" location="location01" player_type="campaign_team" amount="1"/> <event name="show_panhard"/> </trigger> <event name="start_game"> <element type="StartTrigger" name="enemy_area01_trigger" start_time="1.0"/> </event> <event name="show_panhard"> <element type="ActivateVehicle" vehicle_id="pan01" start_time="0.1"/> <element type="OrderCar" vehicle_id="pan01" order="move" position="1900,1700,0" start_time="15"/> </event> <gametype_info name="enemies_to_kill" value="12"/> </mission_script> And this is how it should look: <mission_script> <xi:include href="/data/levels/common/common.xml#xpointer(/common/*)"/> <mission_script name="coop"> <xi:include href="/data/levels/common/coop_ranks_ogr_quarry.xml"/> <xi:include href="/data/levels/common/coop_rules.xml"/> <trigger name="enemy_area01_trigger" interval="0.3"> <condition type="UnitInLocation" location="location01" player_type="campaign_team" amount="1"/> <event name="show_panhard"/> </trigger> <event name="start_game"> <element type="StartTrigger" name="enemy_area01_trigger" start_time="1.0"/> </event> <event name="show_panhard"> <element type="ActivateVehicle" vehicle_id="pan01" start_time="0.1"/> <element type="OrderCar" vehicle_id="pan01" order="move" position="1900,1700,0" start_time="15"/> </event> <gametype_info name="enemies_to_kill" value="12"/> </mission_script> </mission_script> It was close, but 1 too many shortcuts where tried. Tested and functional. Quote Link to comment Share on other sites More sharing options...
Evilducky Posted August 20, 2007 Share Posted August 20, 2007 aahh.. I didnt even notice that. haha. But he still does need to add: <element type="AllowSpawn" side="1" when="always" after_start="true" start_time="3" /> to make it so that he can spawn. Quote Link to comment Share on other sites More sharing options...
Tinker Posted August 20, 2007 Share Posted August 20, 2007 Is that not already included in the coop_rules? Quote Link to comment Share on other sites More sharing options...
Evilducky Posted August 20, 2007 Share Posted August 20, 2007 oh I guess it is.. I just said that because they, grin, had it in all of there coop missions and thats where I get most of my understanding of the scripts from. Quote Link to comment Share on other sites More sharing options...
Dennis_08 Posted August 20, 2007 Author Share Posted August 20, 2007 Thank you Evilducky, thank you GRIN_Wolfsong for your great help. I just copy/paste your examples, made a new bundle, moved the bundle to the right position, started GRAW2 and it doesn't work. So I tryied various, various, various, ... versions of your examples but nothing changed. All my changes had no results, it doesn't work at all. Then, I was still a little bit .... , I just deleted the bundle from the custom_levels Folder and started GRAW2 for a new time and there was still my test-coop-mission to see. How could this be without the bundle in the folder? Now it seem's to me, that I always tryied with the same unchanged bundle. Would be great to get a short help again. Thanks in advance Quote Link to comment Share on other sites More sharing options...
Evilducky Posted August 20, 2007 Share Posted August 20, 2007 the best way to set it up without a bundle file is to put it in your local/english folder. The path should be something similar to this when you set it up that way: Local\English\levels\custom_levels\"your level". Doing it that will will allow you to make script changes and have them effective as soon as you save it so everytime you start the game, it will read it from there. Quote Link to comment Share on other sites More sharing options...
Dennis_08 Posted August 20, 2007 Author Share Posted August 20, 2007 (edited) I still see and be able to select a coop-[GR]-test-mission without having any files therefrom in my GRAW2 folders. Are there any logfiles ore stuff like that? Edited August 20, 2007 by Dennis_08 Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted August 20, 2007 Share Posted August 20, 2007 I still see and be able to select a coop-[GR]-test-mission without having any files therefrom in my GRAW2 folders. Are there any logfiles ore stuff like that? Are you running Vista? Then check inside your user folder... You'll find XMB files in there. Quote Link to comment Share on other sites More sharing options...
Dennis_08 Posted August 20, 2007 Author Share Posted August 20, 2007 Are you running Vista? Then check inside your user folder... You'll find XMB files in there. Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted August 20, 2007 Share Posted August 20, 2007 Ok. Did a test with bundle and you're right. It doesn't show up if it's bundled. I'll look into it more. But as soon as you remove the bundle from the custom_levels folder, your data/levels/custom_levels folder (they work from here when testing), and your local folder and have your context.xml set to "english", it shouldn't show up. Quote Link to comment Share on other sites More sharing options...
Dennis_08 Posted August 20, 2007 Author Share Posted August 20, 2007 O.K. Problem with the "ghost-mission" solved. The new Test runs fine in the local/german/levels/custom_levels/..... but I found out some depencis between the next two lines <?xml version="1.0" encoding="UTF-8"?> working <?xml version="1.0" encoding="ISO-8859-1"?> not working thanks a lot GRIN_Wolfsong Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted August 20, 2007 Share Posted August 20, 2007 O.K. Problem with the "ghost-mission" solved. I've reported the problem. Spend 1½ hours doing test on a little mod I threw together and I got the same result no matter what I did. Custom level or mods, as long as it was bundled it didn't show classes and kits. It does work in local folder though. The new Test runs fine in the local/german/levels/custom_levels/..... but I found out some depencis between the next two lines <?xml version="1.0" encoding="UTF-8"?> working <?xml version="1.0" encoding="ISO-8859-1"?> not working In the local folder? Or when bundled? I used "<?xml version="1.0" encoding="ISO-8859-1"?>" and it worked in the local folder for me. Quote Link to comment Share on other sites More sharing options...
Dennis_08 Posted August 20, 2007 Author Share Posted August 20, 2007 I am using <?xml version="1.0" encoding="UTF-8"?> , in the local folder everything is doin' fine but bundled nothing works the way i want. No classes and kits at all. For now i need some distance from this. I am shure there wil be an easy solution. But today i'm done. GRIN_Wolfsong and all the other guys, thank you for supporting me this way. I hope some day I can give a little pay-back but now i need some bedtime. Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted August 20, 2007 Share Posted August 20, 2007 I am using <?xml version="1.0" encoding="UTF-8"?> , in the local folder everything is doin' fine but bundled nothing works the way i want. No classes and kits at all. For now i need some distance from this. I am shure there wil be an easy solution. But today i'm done. GRIN_Wolfsong and all the other guys, thank you for supporting me this way. I hope some day I can give a little pay-back but now i need some bedtime. Like I wrote earlier, there is apparently an error with the classes and kits in bundles. So it's nothing you can do anything about I'm afraid. I can only try to get someone to fix it for us from the looks of it. And I'll work on getting it fixed as it destroys the use of the bundle system totally. Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted August 21, 2007 Share Posted August 21, 2007 Ok. We have a solution on this. I'm just gonna do a few more tests and then I'll post a topic in the general modding section on how to solve it. Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted August 21, 2007 Share Posted August 21, 2007 Read this topic!: http://www.ghostrecon.net/forums/index.php?showtopic=46374 Quote Link to comment Share on other sites More sharing options...
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