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Author Topic: (Review Completed) [MP coop 1-32] Destroy power station V28  (Read 17909 times)

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Offline fleepee

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Re: [MP coop 1-32] Destroy power station V21
« Reply #75 on: 14 Jan 2010, 08:52:03 »
I uploaded V21 version as I edited a bit the init file, hoping there will be no problem for the briefing to appear for ALL players...

Offline hoz

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Re: [MP coop 1-32] Destroy power station V21
« Reply #76 on: 20 Jan 2010, 14:47:14 »
Played ver21 tonight.

Mission title you should have capitals on each first word. I think in the mp browser it should first word capitalized rest of the title is in lower case.
In the MP lobby you got 1 dude who isn't grouped.
Briefing and notes not showing for all players player. It shows two tasks but the boxes aren't populated.

You removed the grenade launcher hummer :(

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Offline fleepee

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Re: [MP coop 1-32] Destroy power station V22
« Reply #77 on: 20 Jan 2010, 20:10:28 »
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In the MP lobby you got 1 dude who isn't grouped
he was grouped, it was the medic with a "space" character in his description field, so his reference in the lobby wasn't appearing...

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Briefing and notes not showing for all players player
May be I've finally found what was wrong... (hard to explain in english... may be a problem of "return to line" in the briefing.sqf file!)
 I know you'll tell me if it's true!! :D

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You removed the grenade launcher hummer

it had moved elsewhere in the map due to multiple desktop/editor switch: sometimes you select objects when you come back in the editor...

V22 uploaded!!
I can't believe that number!! :blink:

Offline hoz

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Re: [MP coop 1-32] Destroy power station V22
« Reply #78 on: 20 Jan 2010, 22:59:22 »
If you fixed an issue like that perhaps you can add back the mobile man. we'll give it a try tonight


Still no breifings and notes...
The white building never seems to want to blow up either. like 20 satchels and no go.

The mission title should read Destroy Power Station. :)
« Last Edit: 21 Jan 2010, 04:49:49 by hoz »
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Offline fleepee

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Re: [MP coop 1-32] Destroy power station V23
« Reply #79 on: 22 Jan 2010, 11:36:03 »
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perhaps you can add back the mobile man.
That choice is available again:
known bug: if, as alpha medic, you deploy the mobile spawn and then you enter the ambulance, you'll have an action menu to stow the spawn. If you do it, the mobile spawn is effectively removed but the tent remains... and you can use ambulance as mobile spawn!
If you stow the ambulance spawn and get out, you can again deploy tent mobile spawn...
I wasn't able to fix that, but choice in lobby and mobile spawn work!... :P

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Still no breifings and notes...
I have no clue about what's going on... I've done again some changes, and everything is still ok when I join my own dedicated server... :dunno:
Can anybody have a look at this problem?

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The white building never seems to want to blow up either. like 20 satchels and no go
I tried and there was no problem... (it's setdamage to 0.9 in init file...)

V23 uploaded!!!


« Last Edit: 22 Jan 2010, 11:43:23 by fleepee »

Offline hoz

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Re: [MP coop 1-32] Destroy power station V23
« Reply #80 on: 22 Jan 2010, 15:41:23 »
Excellent, I'll be away this weekend and will test Sunday night. Hopefully we can put it to rest! :)

Edit:

Still same problem with the briefing. The mobile respawn is working good and the white building is being destroyed now much easier!

I checked the server logs and found these errors...
Code: [Select]
Error in expression <//disabled because of scripting time lim>
  Error position: <//disabled because of scripting time lim>
  Error Invalid number in expression
Error in expression </*_params = switch (_status) do {>
  Error position: </*_params = switch (_status) do {>
  Error Invalid number in expression
Error in expression <};*/>
  Error position: <};*/>
  Error Missing {
I searched the mission files pretty hard and I wasn't able to find this. It must be some error from the teamswitch script.


Code: [Select]
UnExpected call of CreateVehicle for 'Logic', pos(0.000000.2,0.355892.2,0.000000.2). Vehicles with brain cannot be created using 'createVehicle'!

I see alot of this type of message too.
Code: [Select]
Ref to nonnetwork object b570800# 1075182: trafostanica_velka_ruins.p3d
Ref to nonnetwork object b570800# 1075182: trafostanica_velka_ruins.p3d
Are you continually checking for objects that maybe dead already?


« Last Edit: 25 Jan 2010, 05:54:41 by hoz »
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Offline fleepee

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Re: [MP coop 1-32] Destroy power station V23
« Reply #81 on: 25 Jan 2010, 19:52:59 »
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I searched the mission files pretty hard and I wasn't able to find this
neither was I!
the same with "UnExpected call of CreateVehicle for 'Logic'"

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Are you continually checking for objects that maybe dead already?
No.
the code you sent is the ruin of the electric transformer

The briefing.SQF was made for JIP players, perhaps I should remove some lines and just let the 2 first tasks active... but notes section should appear corectly from the beginning as they don't change during the game...
Did you have a look at the briefing.SQF file?

Offline hoz

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Re: [MP coop 1-32] Destroy power station V23
« Reply #82 on: 25 Jan 2010, 20:50:30 »
I did look at the briefing file and the syntax looked ok.
Code: [Select]
C:\temp\Destroy_Power_Station_v23.Chernarus\UPS.sqf (1 hits)
Line 119: KRON_HQ="Logic" createVehicle [0,0];

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Offline fleepee

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Re: [MP coop 1-32] Destroy power station V23
« Reply #83 on: 27 Jan 2010, 08:35:55 »
I've read somewhere in a forum that there could be problems in arma2 if you copy commands including ""...
As I don't know what else to do to solve the briefing and notes problem, I re-typed each " in the whole briefing.sqf... :confused:
Still works ok home...
V24 uploaded!
« Last Edit: 27 Jan 2010, 08:37:44 by fleepee »

Offline hoz

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Re: [MP coop 1-32] Destroy power station V25
« Reply #84 on: 14 Feb 2010, 05:46:08 »
Finally we got to replay this its a lengthy one so we don't play it as much.

Many cases where Ennemy is spelt wrong  Enemy.
Releasing of the prisoners isn't working right, they just stand there and I wonder if that part is even needed due to the length of the mission already. how about we just release the civis back into society and forget about getting back with them.
We got the prisoners first before the electrical plant, so the text after the electrical plant was incorrect.

The mission didn't end properly. Even tho we killed the prisoners and finished all the tasks.

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Offline Ebden

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Re: [MP coop 1-32] Destroy power station V25
« Reply #85 on: 14 Feb 2010, 06:54:12 »
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Many cases where Ennemy is spelt wrong  Enemy.

I don't think I ever saw the stringtable for this one.  Send it along if you want me to have a look.

Offline fleepee

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Re: [MP coop 1-32] Destroy power station V25
« Reply #86 on: 27 Feb 2010, 19:37:41 »
@Ebden: you had the stringtable and added corrections...

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Releasing of the prisoners isn't working right... ...how about we just release the civis back into society and forget about getting back with them
Prisoners should join your group, do they?
As there is an ambush at the service station when you go with them to the evac point, i think the escort task is interesting... if the ambush is a surprise!

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We got the prisoners first before the electrical plant, so the text after the electrical plant was incorrect.
I checked it... No reason to have that text about prisoners after destroying the electrical plant, unless you didn't release ALL prisoners in the chuch.

V26 uploaded

Offline hoz

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Re: [MP coop 1-32] Destroy power station V26
« Reply #87 on: 27 Feb 2010, 20:07:08 »
The prisoners didn't release. I would suggest having only the leader release them if your going to keep it that way... but if you happen to take the in town route you come across them before heading to the plant. So the logical order doesn't seem to work if you know what I mean.

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Prisoners should join your group, do they?

They don't.  they don't do anything.

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As there is an ambush at the service station when you go with them to the evac point, i think the escort task is interesting... if the ambush is a surprise!

If you take the in town route... you already obliterate those guys.

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Offline fleepee

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Re: [MP coop 1-32] Destroy power station V26
« Reply #88 on: 28 Feb 2010, 10:32:24 »
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The prisoners didn't release. I would suggest having only the leader release them if your going to keep it that way... but if you happen to take the in town route you come across them before heading to the plant. So the logical order doesn't seem to work if you know what I mean.

I tested on my dedi, prisoners joined me and the task was completed as i brought them to the evac point, so the hostage script is not involved in the problem, neither the trigger condition to have the task completed. :dunno:
I added the message to care of the prisoners after the destruction of the electrical plant if ou didn't care of them before. thinking of the campaign, prisoners are members of Igor's team, including him. (I still have to make a mission in which they're captured)

The ambush at service station is set up only if you know about prisoners or destroy the electric plant.

Did you ever had the task about Boris?

EDIT: new mp lobby parameter for the revive script: time before respawn location choice
« Last Edit: 07 Mar 2010, 13:36:02 by fleepee »

Offline hoz

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Re: [MP coop 1-32] Destroy power station V27
« Reply #89 on: 15 Mar 2010, 20:18:07 »
Probably will test this out tonight. Did you move the mobile respawn from the medic? I keep wanting to mention that. Could you make it the boss man?

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