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Mission Design!! Help!!!
Ok, I'm trying to make some new missions for my mod. The first one, you have to collect 7 fighters to proceed. So, I'm using Status Component On Player Ship as the trigger, and I've set up the fighter in the Main_Components.txt file have an Event ID of 1. My event in the Main_Events.txt file looks like this:
Event Name := Event Commander Aries 1 Finish Event Group ID := 0 Event Enabled := False Event Permanent := False Event Triggered Only On Map := Trigger Conditionals := AND Number of Triggers := 1 Trigger 1 Type := Status Component On Player Ship Trigger 1 Param 1 := 1 Trigger 1 Param 2 := 7 Number of Results := 2 Result 1 Type := Mission Completed Result 1 Param 1 := Mission Commander Aries 1 Result 2 Type := Event Enable Result 2 Param 1 := Event Commander Aries 2 Start Result 2 Param 2 := TRUE Yet every time I get the 7 fighters, the game crashes with a Stack Overflow Error. It only happens if the mission is enabled, and if I set it to a different trigger (Player Changes Credits, for example) everything works fine. Anyone have any ideas what's going on here? |
Re: Mission Design!! Help!!!
Try using an actual component, instead of cargo, and see what happens.
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Re: Mission Design!! Help!!!
Nope, that didn't work. Good theory, though. Anyone else have any ideas?
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Re: Mission Design!! Help!!!
Ok, I think I figured out a workaround. If I add a second condition ("Player Changes Credits"), it works. Weird.
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Re: Mission Design!! Help!!!
Argghh! Now I've got a new problem. Ok, you pick up your fighters, and the next mission you have to go deliver some diplomats. I basically swiped the code for this from Job Abbidon Operations 2 from Main_Jobs.txt, Campaign 2. The pick up and drop off works fine, but for some reason, it also drops off the fighters.
Apparently, when I set an event ID for a component in Main_Components.txt, delivery missions automatically deliver that component ALONG with whatever else you're supposed to deliver. Any ideas? Anyone? |
Re: Mission Design!! Help!!!
I'd send that one as a bug to MM..unless you've set the event ID in the delivery mission?
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Re: Mission Design!! Help!!!
I have also had some problems with event IDs. It seems that ships, cargo, etc. are assigned event IDs, when generated/used for jobs.
I also found out that you can use non-numerical values for the ID. So, when I changed my own event IDs to m1, m2, m3 instead of 1, 2, 3 it worked just fine. I assume the reason that the fighters are being unloaded is that the diplomats are assigned event ID=1 and mission completion means that all comps with ID=1 (diplomats and fighters in that case) are then unloaded. For the fighters, try set them not to 1, but to f1 (or whatever). Hope that helps, Rollo |
Re: Mission Design!! Help!!!
Actually, that didn't work... http://forum.shrapnelgames.com/images/icons/icon9.gif
Main_Events.txt chokes on using a non-integer value for an event ID when the mission gets loaded. BUT You did point me in the right direction! By setting the Fighter's Event ID to something higher (50), it works like a charm. I don't know why I didn't try that earlier. But thanks for your input-- I probably never would have thought to look at entering alternate values on my own, and I probably would have ended up scrapping a mission. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Mission Design!! Help!!!
Quote:
Glad I could help, though. Looking forward to your mod http://forum.shrapnelgames.com/images/icons/icon7.gif . |
Re: Mission Design!! Help!!!
Well, I'm guessing that my problems may stem from not having patched the game... http://forum.shrapnelgames.com/image...s/rolleyes.gif Don't know how I screwed that up, but if it can be screwed up, trust me to do it.
On the bright side, I did finally sit down and reat the history.txt file for 1.08- Really like the fact that individual campaigns can have their own image and xfile directories... That's going to make things a lot easier. |
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